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e in ienc nd r e ills. exp phy a ing sk f o l a e d rs ogr han ovid p yea 2+ ics, Ty team gns pr 1 i th aph and des t wi r r tis tion g cation ative nd a ted I, mo muni innov ents. ilities a n e l n, U c o m and irem g ab lti ta mu desig icient nning requ anizin d n f ts f ic a tu rg ive graph with e ually s t clien ing, o t a e , e n t h r s e r i n c C ea pla ear te v to m gam ign res o crea tions hs are t u t des ability ve sol streng ills. i t k y y a s e M t cre yk ent righ e of m nagem s: Som ple ma line p ch i c sear dis e peo g R n i sign llow e fo + De h n t g n esi ed i ce D suit a f t r s e t Be + In Art e m + Ga
ts c e j pro
client
SEGA
platform
PS3, Xbox360, Nintendo Wii and Nintendo 3DS and WiiU
duration
One and half years
responsibilities
team structure
work structure
website
Game level modeling and texturing. Was responsible to create block model to understand the game play and then final modeling and texturing as per concepts developed. Also responsible for console conversion and LOD’s creation. Most challenging work is to create game art for Nintendo 3DS, its new hand held console for 3D game experience. India team consisted of 25 Artists. I was one of the senior artists in the team. worked on game level environment modeling and related art assets creation for the new level. I was interacting with UK leads whenever needed. We were provided guidelines from UK and worked accordingly. We could then chat with them to clarify any doubts. We had dev kits to check final game output and for corrections.
The Gunpowder Plot client
British Broadcasting Corporation (BBC)
platform
PC Downloadable
duration
8 months
responsibilities
Was responsible to plan game environment from scratch as per client's guidelines. I had the responsibility to set up art benchmark for other artists in the team. Planned textures and environments so as to bring up the feel which resembles 16th century London. The work was highly appreciated by BBC.
team structure
Our India team consisted of 7 artists who included 1 team lead 2 quality assurance leads (including me) and 4 other artists.
work structure
Leads were responsible for client communication and art planning. I had to transfer information I got from leads in UK to my team mates. We had to continuously check game in engine for fixes and final result.
http://www.sonicthehedgehog.com/racing/?t=en_US website
http://www.bbc.co.uk/doctorwho/dw/theadventuregames/ thegunpowderplot
client
Nickelodeon
platform
PC
duration
Two and half months
responsibilities
Created game environment using toon shaders along with game icons. Done couple of different DORA action poses with 2D render output for PC base game requirement. Models were high poly. The idea was to create a 2D looking game in 3D. I was working as a lead environment artist.
client
EA
platform
Nintendo Wii
duration
5 months
responsibilities
Charm Girls Club Pajama Party for Wii is packed with over 30+ Mini-Game. You can create your charm Girls and team up with 7 friends. My role was to create model and texture for different outfits, hairstyle, shoe and accessories for Charm Girls avatar. I was working as a senior artist in the team.
team structure
6 Artists including 1 lead.
work structure
We had to communicate with our lead for information regarding work. Which then in turn I used to get environments done from 2 other artist working with me.
team structure
12 Artists including lead.
http://www.nickjr.com/games/dora-the-explorer/adventure/ all-ages/index.jhtml
work structure
game assets according to concept provided from client.
website
website
http://www.ea.com/cgc-pajama-party
client
SEGA
client
SEGA
platform
PS3, Xbox360, Nintendo Wii, PC
platform
PS3, Xbox360, Nintendo Wii and Nintendo DS
duration
1 year
duration
2 years
responsibilities
High quality 3D asset creation with enhanced realistic look from previous version of the tennis game. It's including Stadium environment assets, player costumes, trophy design and Mini Game assets. I was working as a senior artist in this project.
team structure
10 Artists in India studio including 1 Lead, 4 senior artists and 5 junior artists.
work structure
Lead and seniors were responsible for main assets like player costumes and stadium environments and also senior artist had to mentor junior artists. I worked for almost every 3D art aspect of the game.
website
http://www.sega.com/games/virtua-tennis-2009
responsibilities
Game level modeling and texturing. Was responsible to create block model to understand the game play and then final modeling and texturing as per concepts developed. Also responsible for console conversion and LOD creation.
team structure
India team consisted of 20 Artists. I was one of the senior artists in the team. I worked on level environment modeling for House of the dead, sonic sea side hill, Jet Set Radio and Billy Hatcher. I communicated with UK leads whenever needed.
work structure
We were provided guidelines from UK and worked accordingly. We could then chat with them to clarify any doubts. We had dev kits to check final game output and for corrections.
website
http://www.sega.com/sonicracing/
client
Harmonix
platform
Nintendo Wii, Nintendo DS
duration
4 months
responsibilities
Low poly character model creation along with costumes, music instruments and sets and conversion of rock band3 game for Wii and DS platform. I was working as Senior Artist for this game. After this project was over I created DS asset creation guide to be used for other DS projects in future.
team structure
India Team consisted of 8 Artists including 1 lead. Lead communicated with client.
work structure
We had to take up assets form Wii version and reduce mesh and make changes to textures so that it looks good in DS. This project had a lot of technical challenges as we had to make sure that the game does not lose its original feel and though it was converted from a higher platform to lower.
website
http://www.rockband.com/games/rb3
client
Codemasters
platform
PS3, Xbox360 And PC
duration
1 years
responsibilities
Modeled and textured track environment, track side buildings, objects and car liveries. Also responsible for conversion and assembling of different platforms of the game. Did Car interior texturing. I was working as an 3d artist on this project.
team structure
This project included 30 people including Leads.
work structure
This was an outsource project so we got specific guidelines from the client accordingly we proceeded with environment and asset creation.
website
http://www.codemasters.com/uk/dirt_uk/ps3/info/
platform
iPad/Tablet and touch phones
duration
One months client
responsibilities
Conceptual design & development of Game interface design, with UI flow.
team structure
Myself
work structure
Overall UI, Art and communication was managed by me.
website
Ardor
platform
iPad/Tablet and touch phones
duration
One and half months
responsibilities
https://itunes.apple.com/us/app/wordathon/id733497367?mt=8
Conceptual design & development of Game interface design. Overall art for the game, QA and client communication.
team structure
Myself
work structure
Overall UI, Art and communication was managed by me.
website
Not released
client
Las Vegas Casino
MIKAH EYEWEAR
client platform
platform
Online PC
duration
One and half years
Mikah Eyewear website responsibilities
duration responsibilities
One months Art direction and conceptual design for eyewear website. Visualized each brand introductory shot. Introduction presentation and multi brand eyewear gallery. I enjoyed this project a lot because of the amount of creative freedom I had.
team structure
Leading a project with 5 Artists.
work structure
I had to communicate with the client to know their requirement and accordingly coordinated with my team to get the desired art and expected result.
website
http://www.mikaheyewear.com/mikaheyewear/index.htm
Conceptual design & development of Game interface design, Website and motion ad banner for online Las Vegas casino games.
team structure
Artists who were all directly communicating with client.
work structure
We had to create UI concepts based on various themes from scratch and then get it approved form UK client. After approval we used to create final output with help of both 2D and 3D Art.
website
client
http://www.lasvegascasinos.com/
Tyco
platform
PC
duration
Two and half months
responsibilities
Created interface design for internal virtual training purpose.
team structure
Two Artists who were all directly communicating with client
work structure
Had to create UI according to clients requirements.
website
http://www.tyco.com/wps/wcm/connect/tyco+who+we+are/ Who+We+Are/Overview/
professional experience
Organization + Sumo-India (A division of Foundation 9 Entertainment), Pune, India Designation + Sr, Artist Tenure + June 2008 till date Organization + Wipro Technologies (Game Development Division) Hyderabad, India Designation + Module Leader Tenure + Dec 2007 to June 2008 Organization + Aurona Technologies (Gaming Co.) Hyderabad, India Designation + 3D Game Artist Tenure + June 2006 to Dec 2007 Organization + Rediff Business Solution (Web Development Co.) Surat, India Designation + Sr. Visualizer Tenure + Oct 2005 to April 2006 Organization + Jivanta Interactive Technology (Gaming Co.) Bangalore, India Designation + 3D Game Artist Tenure + Dec 2004 to Aug 2005 Organization + MagCom Internet (Gaming Co.) Bangalore, India Designation + Game Interface Designer Tenure + Apr 2003 to Oct 2004 Organization + DotInfosys (Web Development Company) Surat, India Designation + Team Leader (Multimedia Group) Tenure + May 1998 to August 2002 Organization + Soi-Archer (Advertising Agency) Ahmedabad, India Designation + Jr. Visualizer Tenure + July 1996 to April 1998
software skills
Vector & Raster software Adobe Illustrator, Corel Draw, Adobe Photoshop
Animation & Interactive software Unity3d, Adobe Flash, very basic knowledge of HTML coding
3Dimentional software Autodesk Maya, Autodesk 3DStudio Max, Zbrush
achievement Featured in Surabhi television program for writing all the English alphabets and Loard Ganesh line drawing on single rice grains.
education Qualification
Diploma in Applied Art (10+5 yr, with special subject of Typography) with First Class in the year 1996 from B.A. Maheta Kala MahaVidhyalaya, Gujarat, India
Technical
Professional course in Advanced 3D Studio Max from Abacus School of Visual Effects, Bangalore, India
Workshop Visual communication from NID, Ahmedabad, India
personal information name
pranav suresh chandra calcuttawala
birth date
07 July 1973
relationship
married
native place
surat, gujrat, india
correspondent address
c-15, samarth vihar, opp, sairaj residency, krishna chowk, new sangavi, pune - 411 027 maharastra , india
linkedin profile portfolio links
http://in.linkedin.com/in/pranav07 http://be.net/PranavC http://issuu.com/pranav_profile2013/
reference Brian McAulifee Producer at Foundation 9 Entertainment (Details will be provided if requested)
Amol Gurwara Head of Operations (INDIA) at Electronic Arts Mobile (Details will be provided if requested)
Sourav Sagar Panda (Details will be provided if requested)
All the contents and the copyright game logos, which are used in profile is for information purpose only.