Jyrki Coertjens Portfolio
Beretta Rx4
The Beretta Rx4 (a.k.a Benelli MR1) self defense guns are chambered in 5.56 mm
NATO (.223 Remington) and use the battle-proven Auto Regulating Gas Operated
(ARGO) system—the same system developed by Benelli for the M1014 (M4) and used
for over a decade in multiple conflicts by the United States Marine Corps.
Tris: 2.500
Textures: 2048 x 2048
Software & Tools:
3DS Max
Xoliul Shader
Photoshop
NVIDIA PS plugins
xNormal PS plugins
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M110-A2
The heritage of the M110 goes back to the British 8 inch (203 mm) howitzer of World
War I.
A number of these were used by the American Forces and the design was used as the
basis for their howitzer. The M110A2 is the latest version with double muzzle brake,
the earlier A1 version had a plain muzzle. It first entered service with the US Army in
1963. It has been used in the Vietnam War by the United States Army, and in
Operation Desert Shield and Operation Desert Storm by the United States Army, and
the British Army.
Tris: 17.000
Textures: 2048 x 2048
Software & Tools:
3DS Max
Xoliul Shader
Photoshop
NVIDIA PS plugins
xNormal PS plugins
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Venerable Dreadnought
Based on Games Workshops Warhammer 40.000 universe.
Dreadnought of the Black Templars Chapter, equipped with Power Claw &
Autocannon.
Venerable Dreadnoughts have fought in thousands of battles over several hundreds or
even thousands of years. From for all those years of combat, the Venerable
Dreadnoughts have gained vast amounts of knowledge of warfare, and the galaxy
itself. They are experienced in almost any situation imaginable. Many years of
continuous warfare have made them nearly impervious against harm and, combined
with their knowledge of warfare and the galaxy, these Dreadnoughts have become
very difficult to destroy.
Tris: 9.500
Textures: 2048 x 2048
Software & Tools:
3DS Max
Xoliul Shader
Photoshop
NVIDIA PS plugins
xNormal PS plugin
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Necris Temple
This level represents an alien temple on a distant planet. Over the centuries it
became a battleground where two species fought each other till the end. These
species are the Necris and the Humans.
This level is created with the Unreal Development Kit, no custom assets were used.
Most of the assets came from the Necris packages delivered with UDK.
The level is also usable as a (Team) Deatmatch or Capture the Flag map for Unreal
Tournament 3 Demo that’s included with UDK
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Bruges
This was a project with 3 fellow students, the goal was to recreate an post-
apocalyptic version of the city of Bruges (Belgium).
My teammates were:
Roel Coucke, Sander Vanstaen & Tim Sabo.
I was responsible for some of the assets, particles and a basic form of gameplay for
the level.
Tris: Variable (min: 60, max 2.000)
Textures: Variable (min: 256, max: 1024)
Software & Tools:
3DS Max
Xoliul Shader
Photoshop
NVIDIA PS plugins
xNormal PS plugins
UDK
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Resume
ID:
Name: Jyrki Coertjens
Date of Birth: 10-07-1989
Nationality: Belgian
Residence: Turnhoutsebaan 175 a 2
2970 Schilde
Belgium
Cellphone: +32 (0)496 85 23 10
Email: [email protected]
Objective:
Becoming a 3D artist or Level Designer for games.
Studies:
2008-present: Digital Arts & Entertainment – Game Development
University College of West Flanders
2001-2008: High School – Accountancy & IT
Immaculata Institute, Oostmalle
Contests & Prizes:
Intel’s Level Up 2010, First place, ―Best game for Desktop (Student Category)‖
Skills:
Lowpoly modeling of objects based on blueprints, reference pictures or from
scratch.
Highpoly modeling.
Unwrapping while having an eye on space optimization & reusability of
polygons.
Texturing (diffuse, specular, glossiness).
Baking normal maps from high- to lowpoly and optimizing/expanding them
using Photoshop.
Creating atmospheric levels with a minimal variety of assets and the ability to
create own assets or particles when needed.
Basic understanding of technical rigging & animation
Worked with multiple Engines/Editors (both previous and current-gen)
Programming in C++ and able to work with the STL.
Basic understanding of C#, DirectX, nvidia PhysX, OpenGL, SQL.
Working with small teams while having a good understanding of what everyone
is doing and how the project is progressing.
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Software:
Autodesk 3ds Max & Mudbox
Adobe Photoshop, Dreamweaver & Flash
Roadkill
Current-gen game engines: Unreal Development Kit, Sandbox2
Microsoft Visual Studio
Microsoft Office
Languages:
Dutch: Native language
English: Fluid understanding, reading & writing, average speaking
French: Average reading & writing, basic understanding & speaking
German: Basic understanding, reading, speaking & writing
Personal Interests:
Anything 3D-related catches my eye, being it videogames, movies or
advertising.
I’ve been playing games since a long time and I’ve always been interested in the development process and the companies behind the games. I’ve played a
wide variety of genres and categories of games and I follow the new developments of the game-industry as close as possible.
Besides videogames I’m fond of the Warhammer 40.000 table-top game. I’ve
collected my own armies and I’ve read multiple Black Library books. Although I don’t spend as much time at it as I used to, I still follow the franchise
developments closely.
Other hobbies are snowboarding and going to the movies.
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