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Technical Artist

Game Developer

Unity 3D Expert

Unity 3D, C#, Adobe Photoshop, After Effects, Illustrator, Max, Maya, Blender, Unity Muse, Midjourney, Stable Diffusion, ControlNet, ComfyUI, Houdini, Substance Painter, Zbrush, Flash, JSFL

Visual FX, UI/UX, VR, AR, Materials, Shaders, Textures, UV Mapping, Modeling, Rigging, Particles, Optimization, Localization, Animation, Timeline Sequencing, Platform Conversion

AI Image Generation, AI Video Generation, AI Animation Generation, AI 3D Mesh Generation, Text-To-Image, Image-To-Image

Because of his elite team work skills, ability to put on many hats, creative and technical skills, Jerrett is an A+ player and a benefit to any team. After working with Jerrett, I came up with a rule of thumb that has served my projects well, I always try to get at least one “Jerrett” on any project I am doing. By that I mean the value of someone who is completely dedicated to the project and to his team can never be understated.

Iman Khabazian

About

Making video games has been a lifelong passion for me. I taught myself basic programming and busted out my first game on my TI-99/4A when I was 11.

Because of my love for games, I am known for my enthusiasm and positive attitude. I have worked professionally for three decades. I hope to experience three more.

I have seen the industry go from infancy to the mature system it has become. This gives me a unique perspective and an ability to problem solve that has always served my projects well.

I have been making art and writing code for my whole career. I have written my own tools from the very start of my career. When I made my first 3D model in 1988, each vertice had to be typed in by hand, just like each pixel had to when I made my first piece of pixel art in 1982.

My hobby has always been the cutting edge and I continue to spend my spare time on what’s next. I have my own VR development environment and can generally be found there when I’m not hanging out with my family.

If you are looking for a seasoned and well-rounded technical artist who plays well with others, I would love to bring my experience to your project.

CONTACT ME

Jerrett is an absolute thrill to have worked with. He has an amazing personality, willingness to teach, and a great colleague. If ever I was in a situation that required help Jerrett was usually one of the first if not only person to respond, offering advice or just an ear to listen to your problems. His skill set is outstanding, and he would make a great addition to any team that he becomes a part of.

Thomas Styron

Skills

Programming/Scripting

  • App
  • IDE
  • Shader

Materials

  • Shaders
  • Textures

Optimization

  • Frame Rate
  • 2D/3D Art
  • Video Compression

Modeling

  • UV Mapping
  • Rigging

Visual FX

  • Particles
  • Lighting
  • Post Processing

UI/UX

  • Mobile
  • Desktop
  • Console

VR

  • Quest
  • PSVR
  • PC

Localization

  • Dynamic
  • Currency

Jerrett has an infectious positive energy that tends to permeate his teammates. His humor and wittiness can brighten even the dullest of meetings. To match his personality, he brings a strong technical background and is a strong asset when troubleshooting complex problems. Jerrett is one of my “go to” guys when it comes to getting help with any roadblocks.

Jeremy Bryan

Tools

Unity 3D

3DS Max/Maya

Adobe Cloud

C#

Visual Studio

Substance Painter

JIRA

Perforce

MAXScript/MEL

Python

Flash

JSFL

Jerrett Farmer is a treasure. We worked together on some of the most challenging and rewarding titles Activision ever developed internally. Jerrett was passionate, hard-working and was a pleasure to be around. I can easily recommend him for any project under consideration.

Jack Mamais

Work

Activision

  • Game development, pipeline creation, art direction, 2D/3D art-animation, programming, purchasing
  • Photoshop, 3DS Max, Autodesk Animator, Perl, Debabelizer, DirectX, OpenGL

Though I had worked in interactive software for five years prior, my game making career didn’t really get interesting until I was hired at Activision Studios as a 2D Artist, so I have started with them first.

They were the number three game company in the US when I started. The project I chose would change all that and in a very short time, they would become number one. The best part was, I was told to stay away from the project because OEM projects generally don’t do that well.

The difference? The project was for 3D accelerator cards. I had been waiting for 3D accelerator cards since the 80s. I knew what they represented and how they would change gaming. They would also be the biggest seller of the 90s and they would have the game I created the lighting and textures for included. That game was MechWarrior 2.

Many first were accomplished on the game. Mainly tillable photographic textures, translucent sky boxes, real time bilinear filtering, 24 bit mipmapping, and real time textured particles. All in true color.

I moved to MechWarrior Mercenaries where I would receive my first art direction credit. I was the first technical artist at Activision. I wrote most of my early scripts in PERL. A handful of tools were written in C++.

By the end of my run, my job was to jump from title to title and help them bring their projects back on schedule and budget.     

Jerrett is an excited, passionate person who enjoys working in a fast-paced environment with tight deadlines, and quick turnaround. He excels at encouraging others and brings his contagious passion and energy to every aspect of the work environment. His ability to infuse life into everything he does has been a great asset to the team. I look forward to seeing the new projects Jerrett is a part of in the future.

Zach Wilson

VEXStudio

  • Visual FX, UI/UX, VR, AR, Shaders, Textures, UV Mapping, Modeling, Rigging, Particles, Optimization, Localization, Animation, Timeline Sequencing, Platform Conversion, Pipeline Creation
  • Unity, C#, Adobe Cloud, Max, Maya, Blender, Houdini, Substance Painter, Zbrush, Python, Flash, JSFL

VEXStudio is where all my freelance gigs take place. I have been freelancing as both an artist and programmer off and on throughout my entire career and have loved every second. Not only is there a lot of freedom, you will get to work on all sorts of wild and interesting projects. I freelanced exclusively for nearly a decade straight until my first kid came along and I decided I needed something steady. To this day, if my fulltime gig permits, I will generally be helping friends on their project in my spare time.

I have had the privilege to not only work on unique and challenging projects, I have used about every type of software you can think of to finish projects, most all by myself.

I have watched the industry move from assembly language 8/16 bit games of the late 80s to the C based PC action games of the early 90s to the  Director based multimedia CD games of the mid 90s to the C++ DirectX games of the late 90s to the Flash games of the 00s now to the Unity based everything and then some we are currently witnessing. Though the tools change, the process remains the same.

I love both the retro and cutting edge. Though I can’t wait to see what’s next I know no mater how much everything changes, the core question will be the same. Is it fun?

Jerrett is a flexible TA who is eager to utilize new tech and approach each challenge with a positive attitude.

The environment at our studio was one that required “embracing change” as it occurred all too often. Jerrett was able to quickly adapt to these changes on his projects while remaining productive.

He often lent a helping hand where he could and made time to train artists.

Christopher Guzman

IGT

  • Project/team lead, pipeline creation, custom hardware development, training, scheduling, purchasing
  • Unity, C#, Shaders, Textures, UV Mapping, Modeling, Particles, Optimization, Animation, Timeline

IGT is the number one developer of Casino Gaming Machines.

I worked as the Lead Technical Artist at IGT for nearly four years. In that time, I helped build a couple of dozen high end premium slot machine games.

I trained artist on the use of our pipeline and tools as well as coordinated with other departments, dicsliplines, and studios.

used and made a lot of in house Unity tools. I also created camera and particle FX along with in game animations.

I prepped 2D and 3D files that were turned into cut out PNGs, Compressed Videos, or FBX meshes with corresponding animations extracted as anim files to be used in animators, sequencers, and timelines.

The overwhelming bulk of the Unity game scene is built by the TA.

The most challenging aspect of my job was optimization. The hardware was not very powerful but outputted to multiple 4K screens. There was no room for digital fat.

Along with years of experience and talent as a producer and designer of game software, Jerrett’s rare attitude and eagerness to work with others has made knowing and working with him a unique experience. I have worked with Jerrett on many projects and have recommended him for other projects that he has performed to expectations and has delivered. If you are in need of persons with these abilities, Jerrett is certainly going to make it an easy decision.

Derek W. Frost

Vision Strike Ware

  • Game development, pipeline creation, 2D/3D art-animation, programming, producing, funding
  • Unity, C#, Python, Flash, Actionscript, JSFL, Max, Maya, Photoshop, Illustrator, After Effects

Vision Strike Ware was a small group of seasoned pros that knocked out a handful of titles. It was the second time I used Unity in a professional setting.

The Unity project was an attempted reboot of Ron Millar’s Third World. An unfinished title from 1998 that rocked E3 at the time. The goal was to keep the visuals as close to the original as possible, embracing a retro feel. You can learn about its history HERE.

I created various tools to convert the extremely old data to work with Unity. Textures, models, associated rigging, and animations had to come over and be able to work in a modern environment. These were the first Unity tools I had ever created.

I worked on multiple licensed Air Force games as well.

I was the Producer, Technical Artist, Flash IDE JSFL expert on US Air Force: Operation Sentinel.

On Asteroids! Operation Icarus I created completely from scratch using a tool called Game Salad. It was very simple and was the classic arcade title Asteroids with a bunch of power ups.

These projects were in production at the same time. I really had to do a lot of hat switching many times throughout the day. The biggest challenge was handling time intensive tasks like programming, side by side short, quick tasks that a producer faces.

We released on every mobile platform, device, and store available. More than any other project, my innate resourcefulness was pushed to the max. I recommend downloading Asteroids or Sentinel.

Jerrett is the type of person who has enough knowledge to be an asset in every stage of digital production. He’s able to set up templates for animators and write scripts for developers, as well as structure some really intense spreadsheets necessary for production management. As a Project Manager, Jerrett has a keen eye for budget tracking and the ability to keep his projects on-schedule. As a team member, Jerrett is a joy to work with; funny, charming, and very enthusiastic. I would recommend Jerrett to anyone in need of a strong Project Manager/Producer.

Ilana Horwitz

ClickN Kids

  • Game development, pipeline creation, management, talent recruitment/training, scheduling, purchasing
  • Unity, C#, Python, Flash, Actionscript, JSFL, Max, Maya, Photoshop, Illustrator, After Effects

Working on the Looney Tunes RULED!

I was hired as the Technical Artist for three projects at the educational company ClickN Kids.

I helped architect the software, setup animation templates, website design/coding, Flash JSFL/IDE work, project coordination, and countless other tasks.

 I managed both the local and Chinese programming teams. I learned a lot about spreading tasks over very different time zones and ways to make sure task ownership was not lost.

Though never released, Scooby Doo Math was the first project I ever professionally used Unity on. Even then, you could tell Flash was on the way out and this tool was to be the replacement.

The people I worked with were part of one of the greatest teams I have ever helped.

If you have a 3-5 year old I strongly recommend checking out the software.

Jerrett was a great team member with diverse technical skills. A quick learner who is willing to take on any task. It was a great pleasure to work with him. Would highly recommend him for any position he is seeking.

Robert De Haan

ZeroG Games

  • Game development, pipeline creation, 2D/3D art-animation, programming, management, scheduling
  • Flash, Actionscript, JSFL, Max, Maya, Photoshop, Zbrush, Python

ZeroG was one of the premiere Flash studios of its time. This was at the height of the Flash gaming craze. Everyone worked on multiple titles at once and the deadlines were grueling.

I wore every hat imaginable while working there. I started out as the Flash IDE expert. Writing tools and optimizing assets, writing a lot of JSFL, Adobe Actions, and Maxscripts to prep the art for Flash.

I worked as an Actionscript programmer as well. Both AS 2.0 and OOP 3.0.

I also created a lot of 2D and 3D art and animations.

I found myself managing programmers and animators on a number of projects.

Finally, I helped pitch ideas and land accounts.

The most notable project was Ty Beanie Babies. it was a very powerful Flash game that provided a great way for young children to play and chat without having to know how to type, spell, or read. We called it a Flash MMO internally. Later, they would be called “Social Games.” One of the most successful genres.

We also did a handful of Marvel games. A contract I was instrumental in landing.

My favorite titles were a bunch of Universal movie licenses. Due to the compressed schedule, there was no over site or rules so we got to have a lot of fun.

Jerrett is an extremely talented, effective, and fun man to work with. His attention to detail and technical prowess helped ensure we always shipped a great product, and his genial nature always kept the room a fun an enjoyable place to work. Highly recommended!

Dave Logan

Fox Studios

  • Game development, pipeline creation, 2D/3D art-animation, programming, management
  • Perl, CGI, HTML, Photoshop, Asset Scripting

Immediately after launch, the X Files website was the most popular website that year and most of the next. We pushed the boundaries of what you could do with HTML 1.0. We also pushed what you could do with image compression. Using PERL and backend tricks we were able to make some simple but engaging games.

I never watched the X Files before this project so I was put into a room and watched the first two seasons back to back my first week. I’ve been a big fan ever since.

The most notable experience of the project, more than working on the first big studio website, was meeting my wife. She was one of the amazing HTML programmers. I managed artists, made pretty buttons, wrote HTML and PERL scripts.

Jerrett produced professional results in a demanding position that required both creative problem solving and artistic skill. Many of the tools that are taken for granted today didn’t exist at the time. In my experience creative skill like that is rare and very valuable. I’m looking forward to working with Jerrett again in the future.

Christopher Guzman

Image Comics

  • Game development, pipeline creation, 2D/3D art, inking, coloring, management
  • Quark, Illustrator, Photoshop, Debabelizer, 3D Studio, Poser

Working in comics was a blast. I’m still friends with most of the people I worked with at Top Cow. They continue to make great comics to this day.

I ran the production department that was responsible for getting the comics colored, lettered, combined with ink, and prepped for printing. I also did some coloring, background inking, and very simple back ground pencils myself.

The coolest thing I did while there was merge pencil art with 3D models. To my knowledge, I’m the first person to mix the two in this way. Whenever we needed a silver head or girl covered in circuit boards, I broke out Poser and 3D Studio to create detail that hadn’t been witnessed in comics before that time.

I was also very fortunate to receive great instruction in all areas of comic production. My favorite piece of art is the illustration to the left that I made under the instruction of Mike Turner, the creator of Witchblade.

Jerrett has an infectious enthusiasm for visual effects and new innovations in the video game and gaming industry as a whole. His willingness to adapt, learn and master new programs and processes would be a huge asset to any studio looking for a talented individual like himself. I am glad I got the experience to work with him at IGT and hope to work with him again in the future.

Christopher Wrightson

Kudos

Managers

Christopher Guzman

Christopher Guzman

Manager of Technical Artists, IGT, 2017-2019

Jerrett is a flexible TA who is eager to utilize new tech and approach each challenge with a positive attitude.

The environment at our studio was one that required “embracing change” as it occurred all too often. Jerrett was able to quickly adapt to these changes on his projects while remaining productive.

He often lent a helping hand where he could and made time to train artists.

Christopher Guzman *

Christopher Guzman *

Technical Artists, Activision, 1996-1998

*I worked with Chris 20 years apart at both Activision and IGT

Jerrett produced professional results in a demanding position that required both creative problem solving and artistic skill. Many of the tools that are taken for granted today didn’t exist at the time. In my experience creative skill like that is rare and very valuable. I’m looking forward to working with Jerrett again in the future.

Derek W. Frost

Derek W. Frost

CEO, Founder, Designer at Stay Frosty Enterprises,LLC

Along with years of experience and talent as a producer and designer of game software, Jerrett’s rare attitude and eagerness to work with others has made knowing and working with him a unique experience. I have worked with Jerrett on many projects and have recommended him for other projects that he has performed to expectations and has delivered. If you are in need of persons with these abilities, Jerrett is certainly going to make it an easy decision.

Ilana Horwitz

Ilana Horwitz

Head of Production, CNK Digital Solutions

Jerrett is the type of person who has enough knowledge to be an asset in every stage of digital production. He’s able to set up templates for animators and write scripts for developers, as well as structure some really intense spreadsheets necessary for production management. As a Project Manager, Jerrett has a keen eye for budget tracking and the ability to keep his projects on-schedule. As a team member, Jerrett is a joy to work with; funny, charming, and very enthusiastic. I would recommend Jerrett to anyone in need of a strong Project Manager/Producer.

Iman Khabazian

Iman Khabazian

Technical Director, Zero G Games

Because of his elite team work skills, ability to put on many hats, creative and technical skills, Jerrett is an A+ player and a benefit to any team. After working with Jerrett, I came up with a rule of thumb that has served my projects well, I always try to get at least one “Jerrett” on any project I am doing. By that I mean the value of someone who is completely dedicated to the project and to his team can never be understated.

Jack Mamais

Jack Mamais

Director, Activision Studios

Jerrett Farmer is a treasure. We worked together on some of the most challenging and rewarding titles Activision ever developed internally. Jerrett was passionate, hard-working and was a pleasure to be around. I can easily recommend him for any project under consideration.

Coworkers

Zach Wilson

Zach Wilson

3D Technical Artist at IGT

Jerrett is an excited, passionate person who enjoys working in a fast-paced environment with tight deadlines, and quick turnaround. He excels at encouraging others and brings his contagious passion and energy to every aspect of the work environment. His ability to infuse life into everything he does has been a great asset to the team. I look forward to seeing the new projects Jerrett is a part of in the future.

Thomas Styron

Thomas Styron

Technical Artist II at IGT

Jerrett is an absolute thrill to have worked with. He has an amazing personality, willingness to teach, and a great colleague. If ever I was in a situation that required help Jerrett was usually one of the first if not only person to respond, offering advice or just an ear to listen to your problems. His skill set is outstanding, and he would make a great addition to any team that he becomes a part of.

Christopher Wrightson

Christopher Wrightson

Technical Artist at IGT

Jerrett has an infectious enthusiasm for visual effects and new innovations in the video game and gaming industry as a whole. His willingness to adapt, learn and master new programs and processes would be a huge asset to any studio looking for a talented individual like himself. I am glad I got the experience to work with him at IGT and hope to work with him again in the future.

Jeremy Bryan

Jeremy Bryan

Technical Artist at IGT

Jerrett has an infectious positive energy that tends to permeate his teammates. His humor and wittiness can brighten even the dullest of meetings. To match his personality, he brings a strong technical background and is a strong asset when troubleshooting complex problems. Jerrett is one of my “go to” guys when it comes to getting help with any roadblocks.

Robert De Haan

Robert De Haan

Technical Artist III | Infinity Studio at IGT

Jerrett was a great team member with diverse technical skills. A quick learner who is willing to take on any task. It was a great pleasure to work with him. Would highly recommend him for any position he is seeking.

Dave Logan

Dave Logan

Lead Animator, Click N Kids

Jerrett is an extremely talented, effective, and fun man to work with. His attention to detail and technical prowess helped ensure we always shipped a great product, and his genial nature always kept the room a fun an enjoyable place to work. Highly recommended!

Reports

Stephanie Tamina Wadia

Stephanie Tamina Wadia

Web Developer & Designer

Jerrett was the ray of sunshine that illuminated our Web Development team. He fought for what he believed and would never let the team down. He encouraged the team to continue to learn, work together, and push ourselves to succeed at whatever we set our minds too. 

Jerrett wasn’t only an amazing manager, but also a mentor and a friend. He guided me when I first started and helped me grow in my professional development. I cannot be where I am today without his guidance and support. Jerrett has put his faith in me, and that motivated me to try harder and be better. He made me believe that I can. Jerrett will definitely be a great asset to any organization.

Thi Le

Thi Le

Web Designer/Developer at InMotion Hosting

It is rare that you come across a manager who is sincerely interested in helping you grow in your professional career and becomes your mentor for life. He has set the bar high for anyone who comes after him as a manager. I am extremely grateful to have Jerrett as my manager during his time at InMotion Hosting. 

As a manager, he always looked out for his employees. He convinced the company to build a room, which we jokingly called “The Cave,” where developers can focus on their work without being distracted. This resulted in the increase of productivity among the developers and benefiting the company in the long run. Jerrett always listened to my ideas and encouraged me to try new techniques and skills. When he learned that I wanted to do more development work, he made sure that I had the access to all the available resources to be better at programming whether sending me to classes or training on Lynda.com. He was the best cheerleader and critic. He praised us when we did a great job and made sure everyone from other departments were aware of our contribution, but he would be very honest with us whenever we needed improvement. Jerrett was very reasonable and understanding. One time, he told me to go home early because my sister who I only see one or twice a year visited me. They were little things he did, but they meant a lot to us. Moreover, Jerrett was very personable and approachable. While it may be easy to focus on the technical side of work, I never had any problem to express my concerns, roadblocks, or alternative solutions to him, which has been invaluable to my professional development. 

I would write a novel to express what a great manager and a person Jerrett is. He was one of the reasons I look forward to coming to work. He greeted us with a big, bright smile and made us laugh with his jokes. He motivated us to work hard and get better at what we do. If given the chance, I would love to work under his wings again.

Hector Francis Estolano

Hector Francis Estolano

Web Developer at InMotion Hosting

Jerrett is easily the best manager I’ve ever had the pleasure of working with. Normally, a “boss” is usually seen by some as a superior who’s simply there to bark out orders and step all over you. Jerrett is pretty much the antithesis of that perception, as he does a very admirable job of getting the most out of his team members all while enriching us in any way possible he can think of. 

He is an excellent motivator, mentor and leader who puts the needs of his team above all else. A typical day with him at the helm starts with him going over all of our tasks for the day individually, and then assigning and delegating them to each of us as he saw fit. As soon as we get our tasks, he empowers us with accomplishing it in the best way we know how, but he always makes himself available whenever we needed to give us a few pointers or reminders. At the end of each of our days, he would then always make it a point to engage us in a training session with under which we would tackle new skills relevant to our jobs. 

All in all though, I believe that Jerrett’s greatest strength as a manager is his ability to instill the feeling of belonging in each of his teammates. He believes in each of our abilities and does his best to give us the chance to further improve ourselves. In turn, he expects excellence out of us, and we are nothing but ecstatic to be able to meet his expectations. 

The impression I got from him when he interviewed me stuck with me, and was the primary reason why I took the job he offered even though I had other options. I have never regretted that decision, and was quite saddened when he had to move on to another opportunity. 

If I had the chance to work with him again, I would gladly jump at it since he is just a joy to be around. If you ever need an excellent manager or team leader, look no further than this guy.

Samples

IGT

There are strict rules on what IGT users can show in their portfolio. Artists are allowed to show limited individual assets, but no one is allowed to even keep screen captures, let alone videos of our games in high quality. The best I can do is a video from YouTube. Though this game was made in 4K, and the video does not do it justice, it does display the games functionality and should be adequate to display my level of ability regarding utilizing Unity to create a platform-based game.

Everything you are seeing was built in Unity by the TA sans the original art assets, non-skinned reel lattice, math software, and invisible background code that picks the winning or losing slot icons. Everything is ready for localization in dozens of languages both East and West. Also, an even greater number of currencies must be accounted for and dynamically displayed while adjusting any interface elements. Sometimes needing wide spacing as witnessed in the game rules. An IGT TA has at least two projects going at once.

Punchy

Since I can’t share the code from the various projects I work on, I created Punchy.

Though Punchy uses free store assets for the characters, animations, and sounds, all the Unity setup and C# code was created from scratch to display my level of competency. From start to finish, it was built and tested over a three day weekend with total development time at 26 hours.

It is a very simple FPS action puzzle game. You are on a corner of a large plane and need to work your way to the boss in the middle. Every section has several henchmen and health/time powerups. The goal is to move towards the boss while not “aggroing” too many henchmen at once, yet not running out of time. Standard FPS movement, WASD, mouse look with the left mouse button punching and right pushing.

To download game for PCs CLICK HERE

I’ve included the project so that you can review the code. All game code was created and typed from scratch to show how I layout and format my various classes and functions. The architecture is extremely basic, with a singleton gathering all the various data and presenting it through the Canvas system and a small number of scripts (Assets/Scripts) controlling the behavior of the various assets.

You will find the main game scenes in the Assets/Scene directory. The main one is ‘game’ and it will load when the project is loaded. The others are named as literally as possible (start, game, loser, winner, congratz).

The game scene is laid out as simply as possible. The “Actors” game object has all the various characters and power ups.

I made sure to use both the Animation component and Animator controller to show familiarity and competency with both systems. Canvas is used to display the very simple UI.

To be clear, this was not a project to showcase design or art skills, but C# programming and TA skills. This was made several years ago and requires Unity 5.6 to open the project.

To download project CLICK HERE