Resume

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Name: Evgenii Davydenko
Date of birth: 15 August 1978
Place of residence: Malmö, Sweden
e-mail: eugene.davydenko@gmail.com
Website: www.davydenko.info
LinkedIn: https://www.linkedin.com/in/etcher

Skills:

  • Proficient with: HLSL/GLSL and vertex/pixel shaders authoring.
  • Proficient with Autodesk Maya: main 3D package since version 1.0.
  • Proficient with: Python, PyQt/PySide, MEL and Maya Python API.
  • Experienced with: Substance Designer and Adobe Photoshop.
  • Knowledge of C++ and C#.
  • Knowledge of Unreal Engine.
  • Understanding of game engines.
  • Capable of producing art content: modeling, lighting, shading, texturing, sfx.
  • Full-scope prerendered CG experience including software rendering and post-production.
  • Very strong problem solving and troubleshooting skills.
  • Very strong educational skills.

Job history:

Massive Entertainment

2017 January – present
Expert Technical Artist
Massive Entertainment website: www.massive.se

Main responsibility areas:

  • Main contact person in shading and rendering areas on Tech Art side.
  • Pixel and vertex shaders authoring.
  • Supervising shader creation in a project and maintaining shader database.
  • Collaborating with render department in order to extend current shading tech.
  • DCC tools authoring for new shaders/features.
  • In-engine tools for shading or rendering related tasks.
  • Mentoring artists on new shading tech, features, proper shader usage, etc.
  • Performance optimization concentrated mainly on render-related aspects.
  • Generic performance optimization at project’s closing stage: streaming, textures, geometry, etc.

Projects completed:

  • 2020 March: third person shooter “Tom Clancy’s The Division 2: Warlords of New York”
  • 2019 February: third person shooter “Tom Clancy’s The Division 2”

Saber Interactive

2002 March – 2017 January
Lead Technical Artist

Main responsibility areas are:

  • A bridge between programming and art teams
  • Establish and maintain art content production pipeline
  • Art team support with all technical and troubleshooting related tasks on a daily basis.
  • Write, update and support tools for art team
  • Art content optimization and engine integration
  • R&D
  • Solving all other possible issues that falls between programming and art teams

Besides all above, in early projects such as “Will Rock” and “TimeShift” was heavily involved in art production:

  • Level modeling
  • Texturing
  • Scripting
  • SFX production
  • Non-character animation

Projects completed:

  • 2016 January: Online Multiplayer FPS “Halo Online” (Microsoft/343 Industries) (closed)
  • 2014 November: first person shooter “Halo 2: Anniversary” (Microsoft/343 Industries)
  • 2012 June: third person shooter “Inversion” (Namco Bandai)
  • 2011 November: first person shooter “Halo: Combat Evolved Anniversary” (Microsoft/343 Industries)
  • 2011 March: first person shooter “Battle: Los Angeles” (Konami)
  • 2007 October: first person shooter “TimeShift” (Sierra)
  • 2003 June: first person shooter “Will Rock” (Ubisoft)

Saber Interactive website: www.saber3d.com

Creat Studios

2000 November – 2002 March
Modeler, SFX Artist, Technical Artist

Prerendered CG production.

Main areas was:

  • Modeling
  • SFX production
  • Compositing
  • R&D

Project completed:
In-game prerendered cinematics for Activision titles such as “Star Trek Armada”, “Star Wars. Jedi Knight II : Jedi Outcast”, etc. Also took part in developing Creat Studio’s in-house CG animation project based on original script.
Creat Studio website: www.creatstudio.com

Twelve Studio

1998 March – 2000 October
3D Artist

Involved in all areas of prerendered CG – both 3D and post production.

Project completed: various television products and commercials for such brands as LG Electronics, Chevron, Schwarzkopf, etc.

Education

Kazakh National Technical University

  • Graduated in 2000.
  • Bachelor degree in physics.
  • Specialization: microelectronics and semi-conducting devices.
  • Diploma with distinction (magna cum laude)

Coursera

Algorithms: Design and Analysis, Part 1 by Stanford University (2013) – Grade Achieved: 94.0%
Algorithms: Design and Analysis, Part 2 by Stanford University (2013) – Grade Achieved: 84.3%

Languages

Russian, English

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