George Crudo
George Crudo
Digital Sculptor - Toy Designer for McFarlane Toys
Orlando, United States

Summary

Hello! I'm George Crudo and I'm a digital sculptor currently working full time as a Toy Designer for McFarlane Toys.

Honors and Awards
Chie Fan Art - ZbrushCentral Top Row
Breath of the Wild Zelda - Artstation Staff Pick
Star Fox Team - Artstation Staff Pick and Featured on the Front Page of Polycount - November 2019
Banjo Kazooie Fan Art - Featured in Kotaku - March 2019
Road Warrior - Featured in Zbrush Central Top Row January 2019 and PolyCount Recap October 2018
Masahiro Sakurai Amiibo - Featured in Kotaku and Destructoid December 2018
Laura Concept Sculpt - Featured in Polycount Recap - June 2018
Game of Thrones Wooden Stag - Featured on the Pixologic Blog July 2017
Schierke - Featured in a ZbrushCentral Highlight for May 2017
Tracer Fan Art - Featured on the Front Page of Polycount - July 2016

80 LV Interview: https://80.lv/articles/puppy-love-sculpting-animal-crossing-characters-in-zbrush/

Courses Taken
Creating Appealing Characters with Dylan Ekren
Anatomy for Artists Online with Scott Eaton
Portraiture & Facial Anatomy with Scott Eaton
Character Creation For Games with Adam Skutt
Unreal Engine 4 Mastery: Create Multiplayer Games with C++
3D Printing for Artists with Joseph Drust
Character Sculpting in Zbrush with Hossein Diba
​Zbrush Certification Course with Ryan Kingslien

Resume PDF

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Skills

Digital Sculpting3D Printing3D ModelingPhysically Based Rendering2D AnimationDigital Painting3D AnimationRiggingTexturingGame DesignRetopologyProgrammingPython ScriptingMel ScriptingRendering

Software proficiency

ZBrush
ZBrush
3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Keyshot
Keyshot
Substance 3D Painter
Substance 3D Painter
Marvelous Designer
Marvelous Designer
Unity
Unity
Unreal Engine
Unreal Engine
Quixel Suite
Quixel Suite
Marmoset Toolbag
Marmoset Toolbag
Mari
Mari
Mudbox
Mudbox
xNormal
xNormal
Python
Python
C#
C#
Maxscript
Maxscript
C++
C++

Experience

  • Toy Designer at McFarlane Toys
    United States of America
    October 2020 - Present

    • Using Zbrush and 3Ds Max to sculpt and engineer action figures for functionality and articulation on a variety of licensed toy products

    • Creating tools and ZScripts to enhance productivity and improve workflows

    • Finalizing figures and creating assembly instructions for factory production

    • Communicating with factories overseas, sending files, reviewing and revising products based on prototypes.

  • Freelance Digital Sculptor at George Crudo
    United States of America
    July 2018 - Present

    - Creating digital sculptures in Zbrush for 3D Printed toys, figures, miniatures, and collectibles.

    - Working with and maintaining my own personal 3D Printer. Creating 3D printed prototypes and individual final products through post-processing and painting.

    - Mentoring artists offering critiques and one on one sessions to help them achieve goals on their projects

    Client Work:

    - Just Play - 10 chibi style 3" tall figurines from Tom Clancy's Rainbow Six Siege.

    -McFarlane Toys - Action Figure Toy Design - Creating joint articulation for various action figures

  • Software Engineer II at Dignitas Technologies
    Orlando, United States of America
    January 2020 - October 2020

    -Scripting 3D PBR assets in C# and JSON for Virtual Maintenance Trainers (VMT) in the Unity Game Engine

    -Version Control through Microsoft Azure DevOps Server (TFS) using Git

  • Software Engineer / Technical Artist at Lockheed Martin
    Orlando, United States of America
    November 2016 - May 2019

    • Working in the Unity Engine and scripting 3D assets using C#

    • Integrating 3D PBR textured assets into Unity and PREPAR3D game engines

    • Writing Maxscripts to help work with 3D assets more efficiently.

    • 3D Modeling, UV mapping and retopologizing hard surface 3D Assets for training simulations utilizing Autodesk 3ds Max

    • Texturing 3D assets using a PBR Workflow in Substance Painter, Quixel and Photoshop. Helping establish a PBR Content pipeline

    • Working in the PREPAR3D flight simulator engine to add new features or fix bugs using C++

    • Experience working with task tracking products Jira and Trac

  • Assistant in Simulation at UCF Institute For Simulation And Training
    Orlando
    May 2014 - November 2016

    • Working in the Unity engine writing code and troubleshooting in C# and Javascript scripting languages

    • Research and development for military simulation applications for PC, Android and pioneering development for AR with the Microsoft HoloLens and AR in Unity w/ Vuforia

    • Working in C++ and Java programming languages for Android applications

    • Working with GIS data in Global Mapper, VBS2 and VBS3

  • Lead Isolation Artist at MG Studios
    Orlando, United States
    July 2009 - March 2013

    Rotoscoping and compositing artist for Stereoscopic 3D using Mocha Tracking software and Shake and Nuke Compositing software

    -3D modeling, UV mapping, texturing, rigging, animating and rendering promotional content using Maya and Adobe Photoshop.

    -Working in a high paced production environment for feature films and managing work for 10+ employees.