Tyler Klarenbeek
Tyler Klarenbeek
3D Generalist Specializing in Character and Prop Art
Rock Rapids, IA, United States

Summary

I'm a 3D Artist with 8 years of experience working as a modeling and texturing artist in the game and product visualization industries. Titles I've contributed to include Kaidro: Clan Battles by Kaidro LLC under Gadget-Bot Studios and Beasts of Bermuda by Sastrei Studios.

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Skills

3D ModelingCharacter ModelingGame DevelopmentPBR TexturingCreature ModelingDigital SculptingHigh-poly ModelingLow-poly ModelingProp ModelingUV MappingTexturingRetopology

Software proficiency

Maya
Maya
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Photoshop
Photoshop
3ds Max
3ds Max
Unity
Unity
Marvelous Designer
Marvelous Designer
Blender
Blender
TopoGun
TopoGun
Marmoset Toolbag
Marmoset Toolbag
V-Ray
V-Ray
CLIP STUDIO PAINT
CLIP STUDIO PAINT
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Kaidro: Clan Battles
    • Year
      2023
    • Role
      3D Artist
    • Company
      Kaidro LLC, Gadget Bot Inc.
    • Video Game
      Beasts of Bermuda
    • Year
      2018
    • Role
      Freelance 3D Artist
    • Company
      Sastrei Studios

Experience

  • 3D Artist at Kaidro LLC, Gadget Bot Inc
    August 2023 - September 2023

    Responsible for creating 3D assets for Kaidro: Clan Battles, an arena shooter based on the Kaidro property. More information on the game can be found here: https://kaidro.com/game/

    Provided high poly modeling, low poly retopology and LOD creation, UV mapping with multiple channels, and PBR texturing and baking using Maya and Substance Painter.

    Created 2 game-ready weapon assets

  • 3D Artist at RFA Engineering (Working onsite for Caterpillar Inc.)
    Rapid City, SD
    August 2017 - July 2023

    Created photoreal product renders of Caterpillar machinery for use in their marketing. Primarily consisted of studio style exterior and interior spin sets, but also included more unique images such as cutaways and compositing rendered machines into working site photos.

    Engineering models were cleaned and set up for rendering in 3ds Max and Maya, a process that included remodeling broken models, UV mapping, texturing, and on occasion rigging and reposing. Images were rendered using V-Ray, final images were composited using both Photoshop and After Effects.

    Due to my high speed and accuracy, I was put on the internal QA team within 6 months of joining the team. This extra responsibility consisted of reviewing renders produced by other artists to check for issues and make sure they matched the company’s standard of quality.

    Typically handled 3-5 projects weekly, each with their own deadlines and assigned budget (standard of around 40 hours per project). On top of normal work, I also handled about 5-10 of the above QA requests per week, with about an hour devoted to each request.

    Had a hand in developing several new project workflows that required creative thinking, such as rendering interior shots with an exterior environment that only altered the lighting of the cab's glass and not the rest of the machine.

  • Freelance Artist at Self Employed
    November 2016 - July 2017

    Responsible for creating dinosaur assets for two different survival games, six for Dinosaur Battlegrounds by Evolving Art, and one for Beasts of Bermuda by Sastrei Studios. Both games were made in Unreal Engine 4.

    Handled modeling, texturing, rigging, and around 25 animations per dinosaur using ZBrush, 3ds Max, and Substance Painter. In addition, one of the dinosaurs for Dinosaur Battlegrounds was made with both a scaled and feathered variant, requiring two different sculpts and material sets

  • 3D Artist at Mantis Digital Arts
    Remote
    May 2015 - October 2016

    Primary work was on the PC game The Defenders, a tower defense game pitting toys against bedroom monsters made in Unity.

    As the sole artist on the team, I was responsible for pretty much the entire 3D pipeline, from concept to final animated assets ready to be put in engine. Worked on about 10 different characters as well as props and environmental assets using ZBrush, 3ds Max, and Substance Painter.

    Designed the 3D art unit for a high school game development course for an outside client, walking students through how to model, texture, and animate a low poly spaceship for use in Unity. Since the course required using free software, I had to switch from my usual software to learning Blender and Gimp in under a week, and I was able to successfully complete my portion of the project in only about a month.

    Worked on two different character asset packs for the company to sell on online marketplaces, one consisting of stylized monsters and the other being realistic dinosaurs. Both had about 8 characters, all fully modeled, textured, rigged, and animated.