Isaac Mills
Isaac Mills
VFX / 3D Animator / Artist
Belgrade MT, United States

About

Isaac Mills is a passionate VFX Artist / animator who loves
to learn new skills and techniques. He loves to bring
life to characters and worlds and is always ready to
incorporate feedback to improve his work. He is a
resourceful problem solver and embraces any
challenge. He is self-motivated and a team player.

Resume PDF

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Skills

2D AnimationDigital PaintingIllustration3D Animation3D ModelingUV MappingVFXTraditional ArtPBR Texturing

Software proficiency

After Effects
After Effects
Blender
Blender
Illustrator
Illustrator
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Python
Python
C#
C#
Animate
Animate

Reel

Productions

    • Video Game
      Box-Voyage
    • Year
      2020
    • Role
      Lead Artist / Animator / VFX
    • Company
      Capture Point Stone
    • Video Game
      Descent of Champions
    • Year
      2019
    • Role
      Lead Artist
    • Company
      Ubisoft Montreal Gamelab Competition

Experience

  • VFX / Game Development Consultant (Remote) (VR) at Emblematic Group
    Bozeman, United States of America
    April 2021 - January 2022

    - Developed visually striking VFX for Meta Quest using the Unity VFX Graph

    - Worked within strict performance constraints without sacrificing visual quality

    - Used collider modelling skills to create engaging destructible objects VR players can

    interact with seamlessly

    - Developed programming skills to help augment the team's ability to implement and iterate levels quickly

  • 3D Animator / Artist / Team lead at Small team game development
    Burlington, United States of America
    August 2017 - May 2020

    3 Years of production and leadership experience in teams of 4 - 14 developers. Demonstrated strong communication skills both online and in-person. Developed clean and efficient pipelines for efficient asset implementation. Worked both in and out of engine to deliver the strongest possible visuals. Executed fun and engaging products in short development timelines.

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