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Cochtl.com

The online Portfolio of Cochey Cantu

© Copyright 2011 Cochey Cantu - All Rights Reserved.

About

Cochey Cantu Senior Artist, Level Designer

Who I am

My name is Cochey and I am a 3d Artist working in games development and interactive entertainment since 2004. Originally from Texas, I travelled a bit and am now situated in beautiful sunny California. Along the way I have worked at some pretty cool places and have contributed to some amazing video games that you have probably played too.

What I do

I am a 3D artist. Most of my work consists of level art and everything that pertains to that; props, layouts, block outs, environment models, textures/surfacing, collision, lighting, effects, sound, and scripting where needed. I have also lead small teams of artists to reach some pretty hefty goals. I have obtained a rather large amount of experience over the years working with all sorts of great people. It’s a great feeling to work with various teams and departments to take on massive challenges that require huge team effort on everyone’s part. These sorts of collaborations are always fun and at times hectic, but the end results are very rewarding.

Cochey is good,even if he has a starwars name.

Samuel Sharit, Character Artist

I’ve used all sorts of tools and technology and think of myself as very technically savvy. I spend a great deal of time researching new technologies and approaches to doing things better. I don’t like to sacrifice the project’s vision and will only accept compromise if it is in the best interest of the project. I take pride in my ability to find the best practical approaches possible to maintain a sense of balance and consistency, something that is tough to do in the every changing technological medium of digital entertainment.

What impresses me most about Cochey when I worked with him at The Collective was how internally motivated he is to not only stay current but be far ahead of the technology curve He was constantly bringing new solutions to the table in the form of new processes and new software.

Lee Imes, Senior Character Artist

RESUME

Download Resume

Goals and Objectives

I am a creative professional who specializes in the design and creation of engaging interactive software. My core strengths are creative execution and technical implementation. I have the ability to design, develop and implement
high-quality designs and make strategic use of styles and themes to support the project’s vision. I strive to foster a collaborative, innovative culture and clear communication within every team I work with. Areas of interest include:
experimental game design, alternative interfaces, art integration and casual game development.

Proficiencies and Software Experience

  • Expert knowledge with next generation tools, feature sets and their requirements
  • Can handle and delegate many tasks within varying time constraints
  • Excellent at research and documentation
  • Performs well under pressure
  • Proactive team player
  • Passionate about games and technology
  • 3D Studio Max
  • Maya
  • Mudbox
  • Zbrush
  • Photoshop
  • Unreal Engine
  • Gamebryo
  • Proprietary Tech

Work History

Lead Artist- BLIND SQUIRREL GAMES 10/2010-present
UNDISCLOSED TITLE

  • Lead and maintain team art goals, procedures and functions
  • Work closely with other departments to accomplish department wide tasks
  • Mentored other team members and provided technical knowledge and other expertise
  • Established content creation pipeline and other systems
  • Created/optimized models/textures/material shaders
  • Level layouts/design, particles, scripting [everything but the kitchen sink]
Release Dates TBD
Artist- OBSIDIAN ENTERTAINMENT 04/2007-11/2010
Alpha Protocol

  • Balanced technological constraints while optimizing the level flow
  • Directed small teams in order to create complete levels within given time frames
  • Liaison and mentor between artists and designers
  • Researched better workflow methods to increase productivity
  • Created the props, levels, lighting and post effects for environments
Shipped Jun 2010
Fallout New Vegas

  • Created large environment sets, props and weapons
  • Found clever ways to reduce the memory footprints of assets to make the consoles game playable
  • Helped fine tune exterior steaming issues while reducing memory overhead
Shipped Oct 2010
Dungeon Siege

  • Optimized levels
  • Identified problem areas and bottlenecks hindering level progression
  • Created additional props, materials, and assets as needed
Shipped May 2011
Artist- COLLECTIVE STUDIOS 04/2006-04/2007
Silent Hill: Homecoming

  • Modeled and textured props for use in game environments
  • Set up pipelines and minor systems for future artist teams
Shipped June 2008
Dirty Harry

  • Used Maya and in-house tool sets to create levels for next gen consoles
  • Worked with level design and prop teams to achieve a perfect blend of scope and balance
  • Set up modular system for faster level design and completion so as to meet deadlines
Unreleased
Artist- LIQUID DEVELOPMENT 05/2005-05/2008
Mass Effect

  • Created props and vehicles for game
  • Tested out shader and material properties for the game’s particular style
  • Contributed to creation demo levels used in E3 unveiling and later game release
Shipped 2007
Damnation

  • Created weapons and environment props for level designers
Shipped 2009
Empire Earth 3

  • Created several stylized vehicles and LOD models for RTS game
Shipped 2007
Mojo Masters

  • Made small browser based game levels for online interactive dating game
Shipped 2005
City of Villains

  • Created props, vehicles and weapons for the next CoH release
Shipped 2005
The Outfit

  • Created [more] vehicles, weapons and props for RTS RPG hybrid game
Shipped 2006
Swat: NEXT

  • And created even more weapons and props for a SWAT game prototype
Unreleased
Artist- MYTHIC ENTERTAINMENT 04/2004-10/2005
Warhammer Online

  • Helped prototype look and feel of environment art
  • Worked with designers to lay out game world exteriors for game play and aesthetic purposes
  • Planned and set up dungeons and terrain zones for art and design teams
  • Set up proxy models to let artists and designers work in tandem
  • Set up lighting and effects for environments
Shipped 2008
Dark Age of Camelot: Darkness Rising

  • Created new art to match new style
  • Re-textured preexisting assets to match new content and visual style
  • Optimized or revamped dated collision data
Shipped 2005
Dark Age of Camelot: Catacombs

  • Created new art to match new direction
  • Re-lit dungeons and terrain zones
  • Optimized older models for new workflow
Shipped 2004

Education

The Art Institute of Houston- Anim, Art and Design 2003
The Science Academy of South Texas- HS Diploma Babee! 2001

Project Showcase

Personal and Professional works

  • ALPHA PROTOCOL
    ALPHA PROTOCOL

    SAUDI AIRFIELD: Environment models, propwork, some layout work, lighting, level finalization

    ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL
  • ALPHA PROTOCOL
    ALPHA PROTOCOL

    MOSCOW EMBASSY: Environment models, propwork, layout work, lighting, level optimization, finalization

    ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL
  • ALPHA PROTOCOL
    ALPHA PROTOCOL

    ENDGAME: Environment models, propwork, initial blockout, lighting, level optimization, finalization

    ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL ALPHA PROTOCOL
  • FALLOUT NEW VEGAS
    FALLOUT NEW VEGAS

    THE STRIP: Various models and interiors created for the Strip including tile sets for Tops Casino, Airport storage, large vehicle and props

    FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS
  • FALLOUT NEW VEGAS
    FALLOUT NEW VEGAS

    MCCARRAN AIRPORT: Airport exteriors construction and vehicle model creation

    FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS
  • FALLOUT NEW VEGAS
    FALLOUT NEW VEGAS

    THE WASTELAND: Environment mesh creation including every rock formation found in the game, large single structures for key locations in special areas

    FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS FALLOUT NEW VEGAS
  • EMPIRE EARTH 3
    EMPIRE EARTH 3

    A small collection of RTS vehicle models created for several of the game’s factions. Actual in-game model scale is greatly increased for showcase purposes.

    EMPIRE EARTH 3 EMPIRE EARTH 3 EMPIRE EARTH 3
  • Personal Project
    Personal Project

    A few levels created to showcase shader related gameplay properties. Everything except FX created by me.

    Personal Project Personal Project Personal Project
  • MASS EFFECT
    MASS EFFECT

    Temp section; more to come soon

    MASS EFFECT MASS EFFECT

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Contact info

E-mail: cochtl@gmail.com
Website: www.cochtl.com

Around the internet

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