My name is David Ryan Lutz; I grew up in the great state of Texas. I have had a love for gaming since I was a child, the moment I held the controller in my hand for that new gadget, the Nintendo, I was hooked. I snatched up every possible new machine that came out, always wanting to be first in line for that next great game at the stores. But I always wanted to do more than just play the games, I wanted to become engrossed the game-making process. From the storyboards to the 3D models, I wanted to be a part of the game.
Once I found my niche in 3D modeling, I knew this was where I wanted to be. I love to create 3D worlds, from sci-fi to real life; I enjoy the creativity it brings. I received my Associates Degree in Applied Science at Richland College, during that time I gained experience in both Softimage XSI and 3Ds Max. While working toward my degree I earned an internship at Brinker International. This was a great experience on many levels, not the least of which was the valuable office environment experience that I gained, along with the chance to learn while overseeing a project from concept to completion.
I earned my Bachelor’s Degree in Arts & Technology at the University of Texas at Dallas in May of 2013. The Maya program is my first love, but I also enjoy working in 3D Max, Adobe Photoshop, and Blender.
I have just finished a 1 year contract with Stage Games and I am ready for my next adventure!
* I provide 3D Hard Surface models of guns, props, and various attachments for weaponry, using Blender and the Unreal Engine
* I work directly under the team lead and founder, receiving feedback on models and changes needed.
* I provide 3D models, textures, and anything else needed for the Unreal Engine Game: Desynced.
* I report to a lead artist/concept artist, providing updates daily on progress, and attends meetings on how to proceed with the current design and project.
* I create hard surface models with strong realism to fit any particular world and/or setting; uses Blender to create robots, buildings, containers, and other models that are needed.
* I use Substance Painter for my texture work which relies significantly on physically based rendering (PBR).
* I utilize feedback from weekly meetings to edit the models and/or textures to required specifications.
* I provide 3D models, textures, environmental blueprints, and anything else needed for The Lays of Althas: Sundered Order.
* I report to a head artist and the project lead, providing updates every week on progress, and attends meetings on how to proceed with the project.
* I create hard surface models with strong realism to fit any particular world and/or setting; uses Maya to create houses, large buildings and props such as swords, plants and other crops.