Wednesday 18 January 2012

The Baker's Franchise

After the WarDevil project been cancelled I came back from London to live in Hungary again. Working as an individual artist did not satisfied me, so after finishing a school to be a licensed electrician (such a change, one might think) I signed up as a chief designer at Fornetti, to step in the advertising business again. Most of my daytime work was creating campaigns, ads, package- and shop designs for Eastern European countries, and after the working hours my mind was non-stop treading with ideas on marketing the zillion type of different frozen pastries the company keeps, changes and evolves in it's portfolio.

It was a 0-24 job, and the new skills I learned in managing my work - and dozens of others' involved in the creation of adverts - was really worth it. In the very middle of customers' financial crisis, in a tough rivalry of well-funded competition, in spite of rising taxes and ingredient prices, Fornetti made a 20% more profit than last year, while acquisited hundreds of shops too. Thanks to some clever managing decisions, and a lot of creative work.

Friday 3 April 2009

My e-mail and mobile

balazs.haui@gmail.com

+354 832 1660

Thursday 2 April 2009

Recent employments


2011.-2012.
Fornetti Ltd.
Senior Designer, Fornetti-Europe Lead Creative Project Manager

2009.-2011.
if-good design&publishing
Creative Specialist

2008.-2009.
Digi-Guys Ltd. - UK
3D Generalist - Senior Artist

2007.-2008.

Lapland Studio Ltd. - FINLAND
3D Generalist - Project Manager

2006.-2007.
Feature Films for Families Ltd.
environment artist / 3D / VFX

2005.
Humansoft Rt.
designer / 3D / texture artist

2004.-2005.
Appaloosa Interactive
designer / 3D / texture artist

2004.
Mithis Entertainment Ltd.
3D / texture artist

2001.-2003.
Clevers Games Ltd.
2D / designer / level designer

1999.-2001.
PCF Ltd.
art director / lead designer / project manager

1999.-2002.
if-good design&publishing
junior graphic designer / manager

1998.-1999.
Írisz Repro Ltd.
senior desinger / prepress operator

1996.-1998.
Pc-Film BT
DTP / designer / prepress operator

1993.-1996.
Origo Stúdió Gmk
senior designer / studio manager


Education
1992. - 1996.: Németh László School, Kecskemét
1991. - 1992.: Grammar School of Arts, Pécs - textile and fashion design section
1990. - 1991.: Grammar School of Arts, Pécs - goldsmith section

Wednesday 1 April 2009

Wardevil


Digi-Guys Ltd. is making Wardevil* from 2004. An epic story, with visual details never seen before on nextgen, brought to you by Digi-Guys' own game-engine, the RTE1080. Due to management problems after 5 years of development, Wardevil was cancelled.
However, Digi-Guys managed to hire talented industry professionals with very good skills, and I was happy to been one of them.

Click here to see a HQ trailer from 2008 : video

*All trademarks, titles, and materials are properties of their respective owners, just like everywhere else on this blog.

Monday 27 August 2007

Arts at the Arctic

From November 2007. I had been worked in Rovaniemi, Finland, on several great projects.

Hired as a Senior Animator and VFX Artist, my projects included a music video of the world-famous band Nightwish. Their "The Islander" video was shot last autumn in Rovaniemi and was directed by Stobe Harju. My main tasks included organic modeling and texturing of various natural objects and the lighthouse, as well some pipeline planning for the development.



Also, a project managed and made by me was a TV-spot for Grafia, the Association of Professional Graphic Designers in Finland. It was accepted from scratch through sound to composited final at the first time it been shown to the customer.

There where some other parallel projects where I worked on various fields, from design to low-poly modeling and texturing.

3D animated cartoonfilm


FEATURE FILMS FOR FAMILIES LTD
(2006-2007)

'The Velveteen Rabbit'

Main idea of this cartoon-film is that a real actor (a young boy) transforms to a 2D cartoon-figure to have fun with his 2D cartoon friends in a high-res 3D environment.

I was hired as an Environment Artist, made several key-scenes of the film, and learnt also a lot about making special-effects as well, integrated in a dream-like but someway close to photorealistic world.

My tasks included animating the camera-motion, modeling and texturing high-resolution environmental objects, setting up lights, R&D of special effects, setting up and distribute rendering and contribute in the final compositing. Output was HD for full cinematic experience.

Softwares I used in the pipeline: Lightwave, Softimage XSI, Adobe After Effects.

game-developments


HUMANSOFT RT
(2005)

'Cinderella's Dollhouse 2'
Humansoft called me for this project when the deadline came rabidly, to make variable objects for the game's pink fluffy environment. The models were hi-res, up to 1mil triangles per scene.

Also my task was the texturing, the material setup and the final rendering. Two scene was mine exclusively from the eight, but I participated in all scenes as well. The main program we used was Discreet's Max7, the game was released on PC.

Disney's design team gave us green light to bloom our ideas, so design and concept-arts joined the list of jobs. Our teamwork was great, and the publisher was pretty excited that not just we could manage to finish in the very short development time, but the game became very nice as well, perfectly fitting in the strictly built up world of Disney-games.


After the upper project finally gone to gold, I took part in spicing up 'Paws' Garfield' game, which planned to run on Nintendo DS. I made decorative world objects and power-ups.

Ultra-low poly modeling, less than 60 triangles for the objects, 16x16 textures and smart uv-editing was needed, optimized for the hardware`s capabilities.
Max6 was used in the project with the Nitro devtool for testing.


APPALOOSA INTERACTIVE
(2004-2005)

JAWS Unleashed /Majesco/.
I have been hired as a texture artist, but from the first time been assigned with modeling and texturing of the more challenging game objects like realistic ships, underwater robots, characters) based on concept arts. The game's main platform was aimed to be Playstation 2, so keeping the vertex-number and texture size as low as possible was crucial.

In this project I focused mainly on accurate and fast low-poly modeling, researched useful memory-saving and fps-boosting tricks and also solved the compatibility issues within the developing tools.


Also I had the chance to design the underwater "robot enemy" family (planned from reusable modules to save console memory), it became a great success.


MITHIS ENTERTAINMENT
(2004)

'Creature Conflict - The Clan Wars' /Cenega/
- Texture-design for the game, including Desert World objects and most of the weapons
- Developing a skill to make creative low-resolution textures for objects with low-polygon counts
- Using a series of 3D programs (with software from Alias/Wavefront Maya to Softimage XSI) for editing lowpoly models



'Battlestations Midway' /Eidos/
- Shading high-polygonal models, mostly WW2 era Japanese warships


CLEVERS GAMES
(2001-2003)

- Texture-design for the 'Terminator 3 - War of The Machines' /Atari/ PC-game, including the major characters, weapons and buildings


- Level design of the autumn track of the 'Cabela's Offroad Adventure 4x4 Second Edition' /Activision/, and textures for various objects.


- Level design and texture design for other arcade style racing games
- User-interface design for developer tools, like Tequilator, the lightmap-visualizer