PAWIN CHANGKIENDEE
PAWIN CHANGKIENDEE
Senior Weapons - Treyarch
Santa Monica, United States

A 3D artist with a specialty in weapons art for AAA games. Sometimes few vehicles too. Deep focus on realism feels while maintaining high fidelity game/real-time assets.

............... very passionate about creating anime-style guns. Very welcome! UwU

I consistently strive to learn and expand my skillsets. Love to find new challenges. Most important, we got to have fun while creating it. Rewarding to be onsite working with collaborative teams and bringing exciting products to the world.

Please feel free to reach out. Always happy to help give feedback & tips.

Resume PDF

Skills

3D ModelingWeapon DesignHard Surface ModelingVehicle ModelingHigh-poly ModelingLow-poly ModelingPBR TexturingProp ModelingGame Developmentmechanicle

Software proficiency

3ds Max
3ds Max
Maya
Maya
MoI3D
MoI3D
Fusion 360
Fusion 360
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Marvelous Designer
Marvelous Designer
Keyshot
Keyshot
Octane Render
Octane Render

Productions

    • Video Game
      Call of Duty: Modern Warfare III
    • Year
      2023
    • Role
      Senior Weapon Artist
    • Company
      Treyarch
    • Video Game
      Call of Duty: Black Ops Cold War
    • Year
      2020
    • Role
      Mid Weapon Artist
    • Company
      Treyarch
    • Video Game
      Call of Duty Warzone
    • Year
      2021
    • Role
      Mid Weapon Artist
    • Company
      Treyarch
    • Video Game
      Call of Duty®: Black Ops 4
    • Year
      2018
    • Role
      Associate Weapons Artist
    • Company
      Treyarch

Experience

  • Call of Duty: name TBA #1 at Treyarch
    Santa Monica, United States of America
    November 2021 - Present

    Soon more details will be TBA.

    -set pipeline/RnD

    -Documentation & analysis

    -Create standards. Selected to jump early.

  • Call of Duty: Black Ops Cold War - Weapons Artist II & Vehicles Artist at Treyarch
    Santa Monica, United States of America
    July 2019 - November 2021

    - involved from preproduction to end DLC. Deep understanding of lives service game model and how they affect assets & memory restriction.

    - Vast numbers of weapons & customization skins. Few vehicles.

    - RnD pipeline during preproduction stage. On various weapons & vehicles.

    - Multi consoles & generation (psn, xbox, ps5, xbox/x, pc).

    - Support live service of COD BlackOpsColdwar and Warzone mode.

    - Created over 160 substance materials resources for the project.

    - Spearhead the charge of the anime weapons pipeline. Created many anime blueprints while setting internal & external documentation. Set standards for anime-style & other extreme style blueprints that push customization while maintaining our backend setup & restriction in mind.

  • Call of Duty: Black Ops 4 - Associate Weapons Artist at Treyarch
    Santa Monica, United States of America
    May 2018 - July 2019

    - Create weapons, attachments, and equipment for Black Ops 4 and DLCs. Responsible for Modeling (blockout, high & lowpoly, texturing, rigging, and concept design when needed).

    - Worked closely with managers and colleagues to meet the highest quality standards of heavily scrutinized AAA weapon assets.

    - Was given a fair amount of freedom to make changes to the concept. Necessary to flesh out the design, screen composition, and align more with the given story/theme of assets.

    - Work closely together with Concept Art, Animators, and Designer to ensure quality and best players experience. Also, continuously search for new tools, pipelines, and ways to work smarter.

    - Provided online/in-person feedback to colleagues & external vendors to raise quality stands of the highest scrutinized.

    - First COD ever to be an open-world battle royale mode with 100 players. Assets produced needed to meet heavy technically & memory footprint restraint.

  • Freelance Weapons Artist at self-employed
    Remote, United States of America
    March 2018 - May 2018

    - Communicate remotely with multiple clients & colleagues to deliver assets on time.

    - Create game-ready weapons based on real-world references.

    - Highpoly subdivision Modeling.

    - Lowpoly modeling / optimization/ LOD creation.

    - PBR texturing

  • 3D Artist - French Foreign Legion Mod at Squad Mod France
    Remote, France
    September 2017 - May 2018

    - Responsible for creating ultra-realistic 3d

    - Create models & textures ready for UE4.

    - Work closely with Leads to ensure models are

    optimized well for the players

    For more information head over to https://mod.squadfrance.fr/all-recent-updates/