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Martin Palko | Technical Artist

Technical Artist

http://www.martinpalko.com/

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CONTACTS AT MARTINPALKO.COM

Martin Palko

Martin Palko

10 E●●●● Ave

Bro●●●lle , ON, K6V2M7

CA

1.61●●●●4964
je●●●●●●@hotmail.com

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Martin Palko

Martin Palko

10 E●●●● Ave

Bro●●●lle , ON, K6V2M7

CA

1.61●●●●4964
je●●●●●●@hotmail.com

View this contact

Martin Palko

Martin Palko

10 E●●●● Ave

Bro●●●lle , ON, K6V2M7

CA

1.61●●●●4964
je●●●●●●@hotmail.com

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Martin Palko | Technical Artist | martinpalko.com Reviews
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Technical Artist
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Martin Palko | Technical Artist | martinpalko.com Reviews

https://martinpalko.com

Technical Artist

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1

Wind-Up Engine | Martin Palko

http://www.martinpalko.com/portfolio/wind-up-engine

The “Wind-Up Engine” was an XNA based 2d engine I created over the course of a few months while I was a student at Algonquin College. Our group’s semester long assignment was to create a 2d game in XNA. I took it upon myself to create an engine for the rest of the team to use. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. Type and Press “enter” to Search.

2

Mideast Crisis 2 | Martin Palko

http://www.martinpalko.com/portfolio/mideast-crisis-2

Mideast Crisis 2 was a total conversion mod developed by Derelict Studios and Isotx for Command and Conquer 3: Tiberium Wars. I created models for units and structures, as well as damage states. Leave a Reply Cancel reply. Your email address will not be published. Required fields are marked *. Type and Press “enter” to Search.

3

Project Full-Throttle | Martin Palko

http://www.martinpalko.com/portfolio/project-full-throttle

Project full throttle is a student project I worked on at Algonquin College, and was developed using the Unity Game Engine. I served as the Art Director and Technical director for the project. I concepted and created the main player vehicle, as well as some environment art. I also designed the game’s code framework, and programmed vehicle physics, editor tools, shaders, and post-fx. Below is the trailer we put together to promote our game when we demoed it at the Montreal International Game Summit.

4

Resume | Martin Palko

http://www.martinpalko.com/resume

Unity Developer – Ratrod Studio Inc. (May 2014 December 2014). I worked at Ratrod Studio as a Unity Developer. Because of my skillset, I was also able to fill a variety of other roles ranging from technical art to build engineering. During my time at Ratrod I designed and implemented a multiplatform build automation pipeline, wrote an array of tools, and created a custom shader library. I was also responsible for player physics, animation, and graphical effects on Snowboard Party . Project Full-Throttle ...

5

Primal Carnage | Martin Palko

http://www.martinpalko.com/portfolio/primal-carnage

I worked as a contract 3d artist for Lukewarm Media during the development of Primal Carnage. I collaborated remotely with level designers and team leads to create various 3d assets for the game. This was created as the player vehicle for the now cancelled mobile version of Primal Carnage, and was later used as a static mesh in the PC version. 1024×1024 (Diffuse, Specular, Normal). Created as a Static Mesh for the mobile version of Primal Carnage. 512×512 (Diffuse, Specular, Normal).

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Open Skies

http://rabiddesign.com/Portfolio/2D-openskies.php

NATHAN ELLIOTT: 3D Artist. Tools: Photoshop / Intuous 3. I was in charge of concepting the idea then rendering all the final sprites, animations, backgrounds, GUI elements for this game. I also implemented all assets into the game engine. Simple animations usually involved propellers and planes blowing up. You can check it out for free on the app store. Great people I've worked with. The best ways to get in touch with me are found below.

rabiddesign.com rabiddesign.com

Props - "Ram Air" Parachute

http://rabiddesign.com/Portfolio/prop-parachute.php

NATHAN ELLIOTT: 3D Artist. Tools: 3ds Max / Mudbox / Photoshop / UDK / Crazybump. Great people I've worked with. Environment/Hard Surface Artist. I was lucky to have attended "Game Development" the same time as him. Patiently helped me decipher the early mysteries of creating usable 3D assets. Programmer extraordinaire and Global Game Jam team-mate for two years running. Can be found making tools for things like Unity3D. The best ways to get in touch with me are found below.

rabiddesign.com rabiddesign.com

3D Art

http://rabiddesign.com/Portfolio/3D-art.php

NATHAN ELLIOTT: 3D Artist. Great people I've worked with. Environment/Hard Surface Artist. I was lucky to have attended "Game Development" the same time as him. Patiently helped me decipher the early mysteries of creating usable 3D assets. Programmer extraordinaire and Global Game Jam team-mate for two years running. Can be found making tools for things like Unity3D. The best ways to get in touch with me are found below.

rabiddesign.com rabiddesign.com

Props - Vintage Suitcase

http://rabiddesign.com/Portfolio/prop-vsuitcase.php

NATHAN ELLIOTT: 3D Artist. Vintage Suitcase - Game Prop. Project: Game Art Apprenticeship - UARSTY. Tools: 3ds Max, xNormal, Photoshop, Marmoset Toolbag 2. First prop I completed while attending an apprenticeship program at UArtsy geared towards increasing production speeds and asset quality for games. The instructor picks an object from a prop sheet that I provide which I then take into production receiving critiques along the way. Great people I've worked with.

rabiddesign.com rabiddesign.com

Props - Turntable

http://rabiddesign.com/Portfolio/prop-turntable.php

NATHAN ELLIOTT: 3D Artist. Portable Turntable - Game Prop. Project: Game Art Apprenticeship - UARSTY. Tools: 3ds Max, xNormal, Photoshop, Marmoset Toolbag 2. Another prop from the apprenticeship program at UArtsy. All "Crosley" trademarks, registered trademarks, company names, product names and brand names are the property of their respective owners. Great people I've worked with. The best ways to get in touch with me are found below.

rabiddesign.com rabiddesign.com

Rocket Launchpad

http://rabiddesign.com/Portfolio/env-launchpad.php

NATHAN ELLIOTT: 3D Artist. Tools: 3ds Max, Photoshop, Marmoset Toolbag 2, Unity3D. I was tasked with creating a low poly scene meant to be used as a testbed for mobile development. Given only a few reference images and a general theme, I was lucky to have almost full creative control over how the scene turned out making this an incredibly fun project to work on. All textures are handpainted/diffuse only. Great people I've worked with. The best ways to get in touch with me are found below.

rabiddesign.com rabiddesign.com

Characters - Starchild

http://rabiddesign.com/Portfolio/char-starchild.php

NATHAN ELLIOTT: 3D Artist. Starchild - Game Character. Project: Character Pipeline For Games-CPG-R2 - Phoenix Atelier. Tools: ZBrush, 3ds Max, Photoshop, Marmoset Toolbag 2. Realtime cinematic game character. Finished this while attending the Character Pipeline for Games course at Phoenix Atelier. Learnt a ton on this piece, from concepting in 3D software, finishing a sculpt then texturing and creating a finished game asset. Amazing experience! Great people I've worked with.

rabiddesign.com rabiddesign.com

About

http://rabiddesign.com/Portfolio/about.php

NATHAN ELLIOTT: 3D Artist. I am a 3D Artist who loves working in Zbrush and 3Ds Max, but consider myself software agnostic. I specialize in character and prop creation. A little blurb about myself:. I picked my art back up, ran as hard as I could with it and I am not looking back! Great people I've worked with. Environment/Hard Surface Artist. I was lucky to have attended "Game Development" the same time as him. Patiently helped me decipher the early mysteries of creating usable 3D assets.

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Martin Palko | Technical Artist

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