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Neal Wojahn
Neal Wojahn
Game Developer
Los Angeles, United States

Summary

I'm an Artist and Game Developer with a passion for VFX and environment art. I have over 14 years experience making AAA games in Southern California. Most of my career has been spent working at Blizzard Entertainment. While there I worked on such titles as World of Warcraft, Diablo 3, Heroes of the Storm, and Overwatch. Most recently I worked at Riot Games on League of Legends, where I did VFX for new and reworked champions.

Skills

Real Time VFXVFX3D ModelingGame DevelopmentEnvironment ModelingProp ModelingProp DesignEnviroment Art

Software proficiency

Maya
Maya
3ds Max
3ds Max
3DCoat
3DCoat
ZBrush
ZBrush
Photoshop
Photoshop
Premiere
Premiere
xNormal
xNormal
NDO
NDO
Quixel Suite
Quixel Suite

Reel

Productions

    • Video Game
      League of Legends
    • Year
      2009
    • Role
      VFX Artist
    • Company
      Riot Games
    • Video Game
      Diablo 3: Rise of the Necromancer
    • Year
      2017
    • Role
      VFX Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Overwatch
    • Year
      2016
    • Role
      VFX Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Heroes of the storm - Machines of War
    • Year
      2015
    • Role
      Props and VFX Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Diablo 3: Reaper of souls
    • Year
      2014
    • Role
      Props and VFX Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Diablo 3
    • Year
      2012
    • Role
      Prop Artist
    • Company
      Blizzard Entertainment

Experience

  • VFX Artist at Riot Games
    Santa Monica, United States of America
    June 2018 - June 2020

    Designed and created Gameplay Visualization for new and reworked champions such as Ezreal,

    Mordekaiser, Senna and Volibear. Supported the design team in developing unannounced features

  • VFX Artist at Blizzard Entertainment
    Irvine
    July 2017 - March 2018

    I was recently working on unannounced projects

  • VFX Artist at Blizzard Entertainment
    Irivine, United States of America
    September 2016 - July 2017

    While working on the Diablo III: Rise of the Necromancer DLC, I helped to design, build, and implement a large portion of the classes abilities such as: Bone Armor, Grim Scythe, Leech, Command Skellingtons, Blood Rush, & Decrepify. I also created VFX for the monsters and the Necromancer's legendary items that came with this patch.

  • VFX & Props Artist at Blizzard Entertainment
    Irvine, United States of America
    March 2016 - July 2016

    While Working on the Heroes of the Storm - Machines of War Content Patch, I helped model and create VFX for the Maps Environmental destruction. In addition, I contributed to combat VFX and modeling work for the maps enemy NPCs.

  • VFX Artist at Blizzard Entertainment
    Irvine, United States of America
    March 2016 - May 2016

    While a VFX Artist on the Overwatch Project, I worked on Hero Abilities and Environment Effects. Being as it was a new IP, I helped visually develop the look for universal elements like water, fire, and lightning. I also helped in the efforts to recreate many of the existing VFX to match team color Variants.

  • Technical Artist at Blizzard Entertainment
    Irvine, United States of America
    February 2012 - March 2016

    While serving the Tech Art team on Diablo III: Reaper of Souls, I created many props from concept to implementation, but also oversaw the mentorship of new artists and interns to make the content for the game. During this period I expanded my technical skills into VFX. I was involved with the polish and implementation of every interactive asset in the game. I also given the opportunity to take point on designing the game-play for many of the traps and hazards in the game.

  • Props Artist at Blizzard Entertainment
    Irvine, United States of America
    February 2009 - September 2016

    As a prop artist on the Diablo III team, I was responsible for creating assets from cradle to grave. I would concept, model, texture, rig, animate, implement, and create VFX for the assets I made. As a versatile generalist my role would shift from focusing on any number of these skills depending on the needs of the project.