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Jay Kapadia
Freelance 3D | AR/VR Artist
East Brunswick, NJ, United States

Summary

Highly skilled and self-motivated 3D & 2D artist with 25+ years of professional experience spanning AAA PC/console games, mobile development, military and medical training simulations, commercials, and AR/VR products for Meta/Oculus headsets. Expertise in realistic 3D modeling, UV mapping, PBR texturing, texture baking, rigging, and animation, with the versatility to create both photorealistic and stylized art. Proficient in the complete 3D pipeline, from concept to final asset delivery, with a strong focus on efficiency, time management, and minimal supervision. Proven leadership with mentoring junior artists be highly effective in both collaborative and independent work environments. Contributed to 16 successfully shipped games, with extensive experience in both in-house and remote production settings.

HIGHLIGHTS

Software: 3D Studio Max, Substance Painter, Photoshop, Unity, Unreal, Github, Perforce, Jira, Confluence, Slack, Office

Titles: Virtual Training Facility, Career Exploration, RBI 2018 and 2017, Home Run Derby 2018 and 2017, Killing Floor 2, I-GAME Military Trainer, Homefront, Frontlines: Fuel of War, Toy Physics, Ravaged, Battlefield 2, Desert Combat, Dark Age of Camelot: Trials of Atlantis and Foundations, Blood Rayne, Deadly Dozen

EDUCATION
School of Visual Arts (SVA), New York, NY
Bachelor of Fine Arts, Major in Computer Graphics and Interactive Media – May 1997

Skills

Hard Surface ModelingLow-poly Modeling3D ModelingUV MappingPBR TexturingTexture Baking3D AnimationRiggingVRAR

Software proficiency

3ds Max
3ds Max
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unity
Unity
Mudbox
Mudbox
Unreal Engine
Unreal Engine

Experience

  • Art Director at Transfr VR
    New York, US
    April 2020 - February 2025

    • Directed the creation of engaging and realistic VR/AR simulations for Meta 2 & 3 headsets used for training, ensuring an immersive and safe environment for users to learn various trade skills including automotive & electrical repair, aviation, nursing, culinary, etc.

    • Supervised remote designers & developers to maintain production schedule, mentored junior artists and reviewed and approved all 3D asset submissions.

    • Worked closely with Subject Matter Experts in various trades to ensure accurate representation of the content.

    • Developed a cohesive design language and best practices across multiple company products.

    • Troubleshot various user experience issues related to VR environments, including height adjustments, teleportation mechanics, and motion sickness.

    • Created optimized VR environments from concept to completion ensuring high performance while staying within hardware limitations. This included modeling, texturing, materials, and light map baking.

  • Lead 3D Artist at D2|TEAM-Sim
    Somerset
    March 2019 - April 2020

    Responsible for creating engaging military and educational training simulation using the Unity game engine. Simulations are designed for VR and AR apps for use on the Oculus Go/Quest and other mobile devices.

  • Freelance Art Director / Game Designer at Ashana Health
    Robbinsville, NJ
    August 2018 - March 2019

    Project: DynaWheel

    Responsible for designing and creating multiple apps to make the rehabilitation process more engaging and motivating for patients suffering from: traumatic brain injuries, stroke, cognitive impairments, upper body and hand/wrist injuries.

  • 3D Environment Artist at Major League Baseball Advanced Media, L.P.
    New York, NY, United States of America
    January 2017 - April 2018

    Projects: Home Run Derby 2017, 2018 and RBI 2017, 2018 - XBox1, PS4, Android, IOS

    Environment Artist responsible for creating and optimizing stadiums, creating physics models and baking light maps using the Unity Engine.

  • 3D Environment Artist at Grit Games, LLC
    Raleigh, NC, United States of America
    September 2016 - November 2016

    Project: Autodesk University 2016 Factory demo, HTC Vive

    Freelance 3D Generalist responsible for creating accurate high resolution and in-game 3D models along with pbr texturing for Autodesk’s Autodesk University located in Las Vegas, Nov. 2016. Helped design and create a factory simulation in which participants view a heavy machinery assembly line using HTC Vive virtual reality head set.

  • 3D Generalist at Art Bully Productions, LLC
    Rosedale, NY, United States of America
    May 2016 - June 2016

    Project: Killing Floor 2- PC

    Freelance 3D Generalist responsible for creating accurate high resolution and in-game 3D models along with pbr textures. Published by Tripwire Interactive.

  • Lead 3D Artist at IPKeys Technologies
    Eatontown, NJ, United States of America
    October 2011 - February 2016

    Project: I-GAME - PC

    • Lead 3D Artist for I-GAME, which is a military trainer designed in Unreal 4 for the Department of Defense. Main purpose of the project was to give soldiers a new immersive more engaging IED detection training program.

    • Textured, setup UVs, and modeled all high resolution and in-game 1st person and 3rd person weapons and vehicles with level of detail models (LODs).

    • Participated in creating the art content workflow pipeline for I-GAME deliverables.

    • Mentored junior level artist in advanced game content creation.

  • 3D Weapons and Characters Lead at KAOS Studios - THQ
    New York, NY, United States of America
    July 2005 - April 2011

    Project: Homefront - Xbox 360, PS3, PC

    • Weapons Supervisor responsible for creating all weapons and drones from concept to a shipable product.

    • Generated accurate high-resolution weapon models, working closely with the actual weapon manufacturers.

    • Conceptualized and designed the weapon upgrade system, including all gun scopes, sights and under barrel attachments.

    • Packed all UVs and rigged all 1st person and 3rd person weapons for Unreal game engine setup.

    Project: Frontlines: Fuel of War - Xbox 360, PC

    • Character and Weapons Supervisor responsible for creating the workflow pipeline, taking an asset from concept to completion.

    • Modeled almost every character and weapon for the entire game, including all 1st person arms and weapons for both Single player and Multi player game modes.

    • Managed the tasks and timelines for 4 other artists, who created all the textures for the various character and weapon models.

    • Managed a team of 5-7 rotating artists, who created screen shots and videos for marketing and advertising.

  • 3D Generalist at Athos Consulting
    West Orange, NJ, United States of America
    March 2010 - July 2010

    Project: Toy Physics - iPhone, iPad

    • 3D Generalist who helped design and create the look and feel of the game. Made game art effectively work under the technical requirements of the mobile platform.

    • Modeled and textured all in game assets and designed several of the dynamic elements.

  • Senior 3D Artist at Digital Illusions CE (DICE), New York
    New York, NY, United States of America
    October 2003 - January 2005

    Project: Battlefield 2 - PC

    Project: Desert Combat - PC

    • Lead Artist and one of the original founding members of Trauma Studios, which was a mod team that took a WW2 game (Electronic Art’s Battlefield 1942) and made it into a modern-day gulf war game Desert Combat. The game had over 10 million downloads and Trauma Studios was later bought by DICE, the original creators of Battlefield franchise.

    • Modeled and textured weapons, vehicles, and props for Desert Combat. As well as managed several artists from remote that contributed environment assets.

    • Helped prototype and create assets for research and development and earned credit on Battlefield 2 for R & D.

  • 3D Generalist at Mythic Entertainment
    Fairfax, VA, United States of America
    January 2003 - October 2003

    Project: Dark Age of Camelot - Trials of Atlantis and Foundations (PC)

    • 3D Generalist who modeled, textured, and setup UV for collectible trophies for players to use in the game.

    • Tested and fixed bugs for player and environment collision issues.

  • Senior 3D Artist at Majesco Entertainment
    Edison, NJ, United States of America
    September 2001 - January 2003

    Project: BloodRayne - PC, PS2, Xbox, Nintendo Game Cube

    • 3D Generalist responsible for modeling 117 destroyable low polygon environment props. Assets varied from house furniture to cars and boats.

    • Manually generated the particles and effects for the destroyable objects.

    • Used Character Studio to animate several idles and hand to hand to hand attacks for the main character, Rayne.

  • 3D Generalist at N-Fusion Interactive
    Manalapan, NJ, United States of America
    January 2001 - May 2001

    Project: Deadly Dozen - PC

    • 3D Generalist who modeled several low polygon military vehicles for a World War II shooter.

    • Used Character Studio to animate various idles and deaths for human characters.

    • Created rigs and animated 1st person weapon fires and reloads.

  • Lead Artist/ Designer at ReAllis
    Piscataway, NJ, United States of America
    January 1998 - January 2001

    Project: ROGUE Wars - PC

    • Lead Artist/Designer for a real time 3D action game mixing 1st person shooter with turn base strategy.

    • Project was finalist in the 2nd Annual Independent Game Developers Conference (GDC).

    • Modeled, designed and animated all the characters, weapons and levels.

    • Remotely managed 3 artists, who contributed UI design and level texture maps.

  • 3D Instructor at Katherine Gibbs College
    Montclair, NJ, United States of America
    January 1999 - January 2000

    Instructor for introductory and advanced 3D Studio Max modeling and animation classes.