I am a 3D Artist with a passion for creating realistic and immersive environments and assets for games and to establish interesting visual narratives through environmental storytelling. I currently have 5 years of industry experience as a 3D artist, and I have a traditional background as a Mechanical Engineer (Bachelor of Engineering – Mechanical Engineering,
Postgraduate Honours).
I am a hard worker, a quick and eager learner, a person who actively seeks and responds positively to feedback, and I am enthusiastic about excelling in my craft. I am always looking to improve my existing skills and learn new workflows and tools, and I’m always busy chipping away at some personal project to do just that. I am eager to solve problems with an adaptive and collaborative mindset, and am capable of moving a project forward on my own or as part of a team.
LinkedIn: www.linkedin.com/in/hanno-jd-havenga-8b2201147
CV: drive.google.com/file/d/1tZrLp5SyBGD7oHGjyzouvk94UnwYl9Aq/view?usp=sharing
E-mail: havengahanno@gmail.com
Jesus is Lord.
• Worked in and alongside multiple international teams to create realistic and optimized structure, prop and vehicle kits.
• 3D Modeling to a high quality standard and within technical restrictions and time budgets, according to concept art provided.
• Utilized various workflows (high-to-lowpoly with unique bake, midpoly, displacement based) based on project need.
• Efficient UV unwrapping of modelings according to specific requirements of projects and various texture artists, including for usage with trim sheets and bake kits.
• Planning and execution of trim sheets, hybrid textures and bake kits (atlases).
• Was prominently involved in the spearhead team to use modular kits for structures, and created various such modular structural kits for a wide variety of different projects.
• Pitching and continual involvement in workflow refinement and exploration, seeking to create higher quality and more optimized art, more efficiently.
• Optimization of existing and new assets for usage with real-time engines (Unreal Engine 5, Unity).
• Creation of documentation regarding workflows, as well as training fellow team members in said workflows.
• High-quality and smooth communication between modeling, texturing, graphic-design and management teams, ensure efficiency.
• Provided and received feedback on completed and planned work, and was involved in many collaborative efforts to solve specific problems over a wide variety of projects.
• Creation of custom collisions and LODs for structural and prop assets.
• Set Dressing of a wide variety of projects with vastly different themes, in accordance with the mood and design intent of concepts.
• 3D Modeling in multiple (yet-to-be-released) UEFN projects completed as part of the Kitbash – Epic Games partnership.
• Brief involvement as a 3D modeler in the production of the “Squid Games” and “The Walking Dead” experiences in Fortnite for Epic Games.
• One of the two principal 3D modelers for the “Star Wars – Nevarro” and “Star Wars – Hoth” experiences in Fortnite for Epic Games.
• The principal structural and prop modeler for the successful “Mission to Minerva” and “Secrets of the Luminara” Kitbash3D contest kits.