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Hadidjah Chamberlin


Orange County, CA

Download resume : (pdf), (doc)

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Work History
FX Artist - Blizzard Entertainment (January 2016 - Present)

Games : Hearthstone (PC, mobile)

  • Created a wide variety of stylized spell, summoning, and ambient effects using Unity and PlayMaker.

3D Artist 2 - Microsoft (September 2015 - December 2015)

Unannounced Hololens projects

  • Rapidly model and texture environment and character assets and contribute to pre‐production art and design research with multiple small teams.

VFX Artist - Project Spark / Microsoft (January 2015 - September 2015)

Games : Project Spark (PC, XBox One)

  • Created a wide variety of stylized spell, attack, and ambient effects in Spark’s proprietary engine.

  • Sculpted, modeled and textured environment assets in Project Spark’s highly stylized look as well as meeting the unique technical requirements of Spark’s player‐focused asset system.

  • Investigated and revived previously undocumented portions of the asset pipeline to improve the overall quality and variety of future content releases.

  • Quickly prototyped and polished effects, skyboxes, visual filters and other assets as part of a strike team

Freelance 3D / Technical Artist - November 2013 - February 2015
  • Created cohesive sets of effects and props in a variety of styles for both external clients and personal projects, expanding skills in content creation and Unity’s technical aspects.

  • Acquired technical skills such as proficiency in C# as well as familiarity with Unity by designing, programming, and creating all art for string, a shoot‐em‐up‐style Unity game.

  • Designed, modeled, textured and rigged armorsets for submission to DotA 2 workshop to increase skill in stylized prop creation in an environment with clear artistic direction and goals.

Environment Artist - Secret Identity Studios (April 2012 - October 2013)

Games : Marvel Heroes (PC)

  • Created and adapted art for destructible objects and absorbed responsibilities for in‐engine hook‐ups to allow faster implementation of new assets, changes, and bug fixes.

  • Modeled and textured environment assets as well as creating or adapting shaders and particle effects as needed, reducing workload on other departments and finalizing assets more quickly.