Caleb Turner
Caleb Turner
Senior Weapon Artist - Treyarch
Los Angeles, United States

Summary

Creative Leader. Specializes in managing high fidelity hard surface weapon assets for Treyarch's Call of Duty Zombie’s company wide. Shipped nine AAA CoD titles in 15yr career. Consistently maintains a positive attitude, eager to learn new skills, and strives to make meaningful contributions to team members throughout production.

Skills

ManagementLeadershipArt DirectionPipeline KnowledgeWeapon DesignWeapon Modeling3D ModelingUV MappingTexturingDigital Painting

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush
Unfold 3D
Unfold 3D

Experience

  • Call of Duty: Black Ops Cold War - Senior Artist at Treyarch
    Los Angeles, United States of America
    January 2019 - Present

    - Shipped BOCW during a Global Pandemic!!!

    - Managed delivery of Zombie Mega Barrel weapons for S4 Mauer Der Toten DLC. Oversaw all aspects of production process including: Implementation, OS quality bar requirements, file structure setup, and deadlines.

    - Supervised Zombie Weapon art feedback, and quality bar requirements with overseas, and subsidiary OS partners throughout production.

    - Tasked with Art Directing Zombie Wonder Weapon design changes in 3D. Alterations were pitched, implemented, and shipped.

    - Demonstrated expert aptitude in next gen, hard surface modeling practices, and requirements. Utilizing Maya, further implemented coined “Mid-Res” modeling technique into weapon production pipeline.

    - Fabricated 3D solutions for a variety of weapons lacking concept support, in addition to existing weapon concepts requiring legal changes.

    - Implemented numerous Weapon Blueprints in line with franchise business model requirements.

    - Concepted Weapon Blueprints from scratch with only a theme in mind. Continuously met rigorous deadlines.

    - Mentored new, and existing team members in a variety of disciplines related to asset creation throughout all stages of production.

    - Responsible for creating weapons, and weapon attachment assets from limited concept art, and real life reference, with little to no direction.

    - Worked closely with manager and team mates maintaining an open channel of feedback when necessary.

    - Provided honest and constructive feedback to team members working on additional weapons for the game.

    - Autonomously completed all assigned tasks, while simultaneously maintaining Zombie Weapon feedback, and delivery deadlines.

  • Call of Duty: Black Ops 4 - Senior Artist at Treyarch
    Santa Monica, United States of America
    October 2015 - December 2018


    - Concepted and implemented first shipped weapon in my professional career, the ABR 223. Worked closely with weapon concept artists to make legal approved modifications to design where necessary.

    - Responsible for creating weapons, and weapon attachment assets made purely from concept art, start to finish, with little to no direction. In addition, I modeled a number of weapons that were handed off to team members to take to the finish line.

    - Tasked with setting up weapon attachment system on the back-end. Exported game models using provided tools to then plug into the engine, creating complex animated and non-animated attachment combinations. Worked closely with team members to come up with creative solutions to export set ups that would work under the guidelines of the game engine's capabilities.

    - Worked closely with manager and team mates maintaining an open channel of feedback when necessary.

    - Utilized new tools to properly rig and export bullet and magazine game models, conducive for real time bullet depletion functionality in game.

    - Continuously met strict deadlines throughout the three year production cycle.

    - Provided honest and constructive feedback to team members working on additional weapons for the game.

    - Promoted to Senior Artist during the project.

  • Call of Duty: Black Ops 3 - Artist at Treyarch
    Santa Monica, United States of America
    November 2012 - Present

    - Responsible for creating weapons, and weapon attachment assets made purely from concept art, start to finish, with little to no direction.

    - Worked closely with manager and team mates maintaining an open channel of feedback when necessary.

    - Incorporated Substance Painter/Designer workflow into the pipeline.

    - Continuously met strict deadlines throughout the three year production cycle.

    - Was given the freedom to concept changes to weapon design, and make essential calls pertaining to the most ideal screen composition of each weapon I created.

    - Provided honest and constructive feedback to team members working on additional weapons for the game.

  • Call of Duty: Black Ops 2 - Associate Artist at Treyarch
    Santa Monica, United States of America
    November 2010 - November 2012

    - Responsible for creating high poly weapon and weapon attachment view models, in game viewmodels, vm UV layouts, world models and LODs, rigging weapons for animation, and attachment textures.

    - Worked closely with manager, and team mates, to meet the highest quality standards of heavily scrutinized weapon assets.

    - Promoted to Artist at the end of the DLC cycle (post ship) Displayed the ability to create Call of Duty weapons start to finish, meeting all AAA asset ship standards.

  • Call of Duty: Black Ops - Associate Artist at Treyarch
    Santa Monica, United States of America
    May 2009 - November 2010

    - Hand picked by management to join weapons team.

    - Responsible for creating nearly all world model weapon assets for Call of Duty: Black Ops

    - Learned how to rig and export weapons and vehicles into the game.

    - Blocking out attachment view models when needed.

    - Worked closely with team members to maintain easy to work with, and organized file structures.

    - Introduction to weapon View model and World model screen real estate composition standards, and techniques.

  • Call of Duty: World at War - Art Intern at Treyarch
    Santa Monica, United States of America
    December 2008 - May 2008

    - Internship with the ENV team creating props for Call of Duty: World at War DLC

    - Developed skills to further increase my aptitude as a 3D artist through the creation of art assets.

    - Worked closely with manager to improve my foundation of skills in 3D Modeling, UV layout, and Texturing assets outlined by the specifications within the game engine (tri-counts, texture sizes, and memory footprint implications of assets themselves).

    - Utilized tools within the pipeline to implement assets into the game.

  • Call of Duty: World at War - QA Tester at Activision
    Santa Monica, United States of America
    July 2008 - December 2008

    QA Tester

    - Responsible for locating, and reporting bugs within the game.

    - Utilized dev track to clearly, an concisely report bugs to Treyarch devs.

    - Worked Closely with QA manager, and team mates to maintain a clear stream of communication between myself and studio devs.

    - Displayed professionalism and strong work ethic throughout the project.