Cage Claypool
L.C.A.D. graduate - Bachelor of Fine Arts - Game Art Emphasis SKILLS: 3d modeling, sculpting, texturing, rigging, animating, retopology node based materials; ue4, houdini, blender, substance designer environment art, material effects, postprocessing, motion graphics technical art, simulations, particle systems, sequencer cutscenes creative writing, design, storyboarding, compositing, editing, vfx cinematrography, directing, producing, sculpture, graphic design designing in a range of styles from realistic, to fantasy, to surreal SOFTWARE: Houdini, Z-brush, Blender, 3ds Max, Maya, 3d- Coat Photoshop, Illustrator, After Effects, Premiere, Substance Painter, Substance Designer, Quixel, Quixel Mixer, Marmoset, Unreal Engine 4, Unity, Davinci Resolve, Resolve Fusion, Aseprite, Reality Capture |
To say Cage Claypool has an obsession with film and game design would be an understatement.
When he was young, his father offered him an original GameBoy in return for clearing the clutter of the garage. This set him on his path. He began taking ID Tech game design classes when he was 13 years old at U.C. Berkeley. First learning the basics of coding for Space Invader clones, and janky platformers. Using the knowledge gained from this he began creating rudimentary flash games. His very first job was web design, where he taught himself the fundamentals of HTML and CSS coding. He also learned that being a programmer was not his focus, his skill rather lay in digital art.
He continued to attend ID Tech classes for 3DS max, UDK and Unity at Stanford until he was 19. As a Junior in high school he interned at Free Range Games in Sausalito, where he learned what it was like to be part of a game development pipeline.
He began working at a local indie company, Homunkulus Games in his senior year of high school. He continues to work there to this day on passion projects such as Revenant's Reach, which showed at PAX West in 2019.
He searched the country for a college that could fulfill his artistic needs. He visited many campuses and toured many classrooms. Some had only blossoming game art initiatives, too new to have deep-rooted connections to the legends of the industry. Some were too overburdening in size with large lecture halls and no one-on-one engagement with teachers. That was, until he found the perfect spot for him--Laguna College of Art and Design.
It was the only college he applied to.
L.C.A.D. provided him with friendly teachers who were more than willing to spend extra time with each student, and the college itself was flanked on all sides by impressive game studios, many of which had employees who taught at L.C.A.D. He spent four years there, eventually earning himself a Bachelor Degree in Fine Art, with an emphasis on Games.
He has continued his employment at Homunkulus. During that time he has worked on the development of three different game projects. He has provided his creative services at several indie game and VR companies, learning everything he possibly can about digital art.
His dream is to direct games, and therefore he has tried to be involved in every aspect of the game pipeline at some point in time. He is looking for career and project opportunities that will challenge and help him grow as an artist. In his free time he can be found writing, making videos, playing the banjo, or taking care of his three-legged cat Maxwell.
When he was young, his father offered him an original GameBoy in return for clearing the clutter of the garage. This set him on his path. He began taking ID Tech game design classes when he was 13 years old at U.C. Berkeley. First learning the basics of coding for Space Invader clones, and janky platformers. Using the knowledge gained from this he began creating rudimentary flash games. His very first job was web design, where he taught himself the fundamentals of HTML and CSS coding. He also learned that being a programmer was not his focus, his skill rather lay in digital art.
He continued to attend ID Tech classes for 3DS max, UDK and Unity at Stanford until he was 19. As a Junior in high school he interned at Free Range Games in Sausalito, where he learned what it was like to be part of a game development pipeline.
He began working at a local indie company, Homunkulus Games in his senior year of high school. He continues to work there to this day on passion projects such as Revenant's Reach, which showed at PAX West in 2019.
He searched the country for a college that could fulfill his artistic needs. He visited many campuses and toured many classrooms. Some had only blossoming game art initiatives, too new to have deep-rooted connections to the legends of the industry. Some were too overburdening in size with large lecture halls and no one-on-one engagement with teachers. That was, until he found the perfect spot for him--Laguna College of Art and Design.
It was the only college he applied to.
L.C.A.D. provided him with friendly teachers who were more than willing to spend extra time with each student, and the college itself was flanked on all sides by impressive game studios, many of which had employees who taught at L.C.A.D. He spent four years there, eventually earning himself a Bachelor Degree in Fine Art, with an emphasis on Games.
He has continued his employment at Homunkulus. During that time he has worked on the development of three different game projects. He has provided his creative services at several indie game and VR companies, learning everything he possibly can about digital art.
His dream is to direct games, and therefore he has tried to be involved in every aspect of the game pipeline at some point in time. He is looking for career and project opportunities that will challenge and help him grow as an artist. In his free time he can be found writing, making videos, playing the banjo, or taking care of his three-legged cat Maxwell.