Jan Jinda
Jan Jinda
Head of Assets at Clear Angle Studios
Prague, Czech Republic

With 17 years in the VFX and gaming industries, I have developed a proficiency in creating high-end 3D assets and leading teams of talented artists. My focus has been on designing effective pipelines and workflows, and I continue to actively contribute to building these assets to ensure project success and quality.

Resume PDF

Skills

3D ModelingDigital SculptingCharacter ModelingHard Surface ModelingCreature ModelingEnvironment ModelingVehicle ModelingWeapon ModelingProp ModelingTexturingPBR TexturingLook DevelopmentShadingLighting

Software proficiency

Maya
Maya
Houdini
Houdini
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
R3DS Wrap
R3DS Wrap
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Substance 3D Sampler
Substance 3D Sampler
Mari
Mari
Nuke
Nuke
Photoshop
Photoshop
Unreal Engine
Unreal Engine
Marmoset Toolbag
Marmoset Toolbag
Arnold
Arnold
Python
Python

Reel

Experience

  • Head of Assets at Clear Angle Studios
    March 2021 - Present

    As the Head of Assets, I am spearheading the design and implementation of a comprehensive asset pipeline and workflow, managing the entire process from initial bidding to hands-on asset creation and tool development. I collaborate with high-profile clients such as Cloud Imperium Games, Humain, MPC, Unit9, Future Deluxe, among others.

  • Senior Character Artist at Axis Studios
    September 2021 - December 2021

    I made models, textures, and shading of a couple of realistic characters for game cinematics.

    • Dead Island 2 Cinematic

    • Diablo Immortal Cinematic

    • Marvel Snap Cinematic

  • Lead Asset Artist at Freelance
    Prague
    July 2019 - Present

    Working on a freelance remote basis for various clients. (VFX, Games, VR and real-time projects)

    • Fanatic Games - supervision and pipeline creation for character assets

    • RUR - lead character and asset artist on UE projects

    • Autodesk - built full production ready asset for presentation and demo purposes

    • More.is.more - lead character artist on VR project for Olympic Games in Tokio

  • Lead Character Artist at UNIT
    March 2021 - July 2021

    I worked on a remote basis, leading a team on a Netflix show.

    • Dance Monsters - Netflix

  • Senior Character Artist at Axis Studios
    January 2021 - February 2021

    I made models, textures, and shading of a couple of realistic characters for game cinematics.

    • Dead Island 2 Cinematic

    • Diablo Immortal Cinematic

    • Marvel Snap Cinematic

  • Lead Build TD at DNEG
    London, United Kingdom
    September 2018 - July 2019

    • Wonder Woman 1984 – props – models, textures, lookdev

    • Fast & Furious: Hobbs & Shaw – complex environment – models, assembly, additional texture

    • Men in Black: International – props – model

    • Avengers: Endgame – character, environment, props – model, texture, lookdev

    As a lead artist I was responsible for hero asset builds. On Avengers: Endgame I made model of Captain Marvel digi double and full CGI costume. These had to be up to highest standards as they full screen size in the film. As for hard surface roles I was, for example, leading a build of very complex turbine hall environment for F&F: Hobbs & Shaw.

  • Build TD at DNEG
    London, United Kingdom
    July 2017 - September 2018

    • Fantastic Beasts: The Crimes of Grindelwald – creature/prop – model, asset management

    • Venom – characters – model, texture, lookdev

    • Pacific Rim Uprising – characters – additional design, model, texture, asset management, scripting

    I switched to solely asset build during Pacific Rim: Uprising. As a part of Jaeger team. My tasks varied from designing parts of mechs and doing motion weapon motion studies over modelling to designing workflows and writing tools for managing massive assets. On shows like Venom I gained an experience with building (model, textures, lookdev) hero characters while working on Carlton Drake and SWAT team full screen size digi doubles.

  • Generalist TD at DNEG
    London, United Kingdom
    January 2016 - July 2017

    • Dunkirk – vehicles – textures, first pass lookdev

    • Life – creature – additional design

    • A Cure for Wellness – character, creature – model, blend shapes, creature fx, shot sculpt

    I started at DNEG in a 3D Generalist role, working on various tasks from additional design, organic and hard-surface model, texturing, lookdev to creature FX and even lighting. Later I started to lean solely to asset build role.

  • Lead 3D Generalist at R.U.R.
    Prague, Czech Republic
    September 2011 - December 2015

    • Antonio Cacto – VFX supervision, models, textures, lookdev, lighting

    • Charge the Dragon – VFX supervision, textures, lookdev, lighting, compositing

    I played important role as a core member of the 3D team at R.U.R. My responsibilities were modelling and texturing, but I also did a lot of other 3D related tasks, such as lighting, compositing, on-set supervision or pipeline design. Aside from TVC we also worked on few short film projects as a VFX supervisor.

  • Freelancer at Freelancer
    Prague, Czech Republic
    October 2009 - December 2015

    • Wildlife Crossing – VFX and pipeline supervision, models, textures, lookdev, lighting, compositing

    I worked as a freelance artist for a wide range of companies in advertising, iOS games development, TVCs etc. One of the most complex freelance projects undertaken was the Wildlife Crossing animated short film, which was still collecting awards all around the world.

  • CG Character Artist at Qbone Studios
    Prague, Czech Republic
    August 2010 - December 2010

    I worked on one of the hero and one of the supporting characters for a feature film. My work included digital concepting, sculpting and finishing the production models and textures.

    • Saxána a Lexikon kouzel - character modeling and texturing

  • Senior 3D Generalist at UPP
    Prague, Czech Republic
    September 2007 - October 2009

    • Season of the Witch - creature – additional design, model, texture, lighting

    • 2012 – vehicle – model, lighting

    • Pandorum – environment, creature – model, texture, lookdev, lighting

    • The Nutcracker 3D – environments, vehicles – model, textures, lighting

    I worked on big feature films and several top tier commercials as a generalist, but I mostly focused on modelling and texturing.

  • 3D Generalist at Cinemax
    Prague, Czech Republic
    September 2006 - September 2007

    I did models and textures of props and environment for an RPG game Numen: Contest of heroes.