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Conversations with Jensn Trevino

Today we’d like to introduce you to Jensn Trevino.

Jensn Trevino

Hi Jensn, can you start by introducing yourself? We’d love to learn more about how you got to where you are today.
How I got into 3D art was all by chance. As a fresh university grad, I had no idea what I wanted to do. I decided to take a 3D course at a local community college for a reason that I no longer remember. I ended up being really good at it and caught on quickly. I spoke to the professor after class, and he told me that if he could do it all over again, he would go to a school in California called Gnomon. He showed me the demo reels of the school, and I was hooked. I spent the next year of my life learning Autodesk Maya and building a portfolio to apply to the school. 2 years later, my art journey is going strong. I’ve learned so much and met extraordinary artists that push me every day just by existing. I can’t imagine not ever attending this school. This is my last term at Gnomon, and I am nothing but excited and hopeful for the future. 

Alright, so let’s dig a little deeper into the story – has it been an easy path overall, and if not, what were the challenges you’ve had to overcome?
No, it hasn’t been easy. But nothing good ever came easy anyway; we’re shaped by the trials we overcome, right? The constant comparing of myself to others, losing family, and worrying about the future of my family are the biggest ones, I think. Even thinking there is a right answer to things can be misleading. There aren’t any right answers though, only people trying their best with what they know. If you make a mistake, that’s just a chance to learn. 

Appreciate you sharing that. What else should we know about what you do?
I’m a 3D Environment Artist for Games. I specialize in the creation of 3D objects, creating textures for them, and making them look good in a cohesive scene. Making an environment for games instead of movies means the assets have to be more efficient so that people can play them at home on their computers or mobile devices. Although efficiency should be kept in mind, the quality shouldn’t suffer. So, environment artists for games need to be tricky when making their worlds to achieve both efficiency and quality. It’s a fun process but also tedious at times. 

Before we go, is there anything else you can share with us?
Making the decision to start already puts you leaps and bounds ahead of the majority of people who are too scared to take that first step. Just try and live with no regrets! 

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Image Credits

E. Fay
Jones Maurice
Jennings AKilmetov
Roberto Gatto
Joon Ahn
Chris Rogers
Yannick Gombart

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