resume2 E-mail
Written by Administrator   
Sunday, 01 February 2009 02:28

Objective:

To be a part of a team in which we, as a team, support and push one another, to make each of our products better than the last. I am searching for a group of peers, willing to give and receive productive criticism to support a positive production cycle. I want to further my skills as an artist, a creative, eventually look towards more leadership roles and more responsibilities.

 

 

  • 10 years developing assets for video games

  • 18 years experience with 3d max

  • Certified Motion Capture Specialist

  • Peak Performance’s Motus Optical System

  • Experience using various types of medium


Education:

Savannah College of Art and Design, Savannah, GA, 1996

BFA Computer Art and Animation

 

Software

    3-D Max

    Character Studio

    Maya

    Z-Brush

    Painter

    Photoshop (CS2)

    Illustrator (CS2)

    Premier (CS2)

    After Effects (CS2)

    Motion Builder

    Dreamweaver

    Fireworks

    HTML

    CSS

    PHP

 

Real Time 3d Engines

    Game Studio

    Unreal Ed

    Quake Army Knife

     Torque

     GameStudio

     

 

New England Institute of Technology

Warwick, RI

January to Current, 2009

Instructor: Character Modeler, Environment Design, Game Design (contract pos)

  • Mentored students in using 3ds max and Photoshop, for video game design

  • Created schedules and milestones for students to follow based on time lines learned from my experience in the gaming industry

  • Fostered a group-style environment which created collaboration between students through critique sessions discussing better ways of successful design and development

 

 

Treanor Brother Animations (link to gallery items here)

Providence, RI 2008

Techinical/Production Artist

  • With quick deadlines, and direct communication with the leads, rigged and animated characters for currently in-production titles

  • Assisted leads in creating and establishing strong pipelines using 3ds Max and rendering technologies (Mental Ray and V-Ray)

  • Modeled environmental assets for the cinematics for several different titles currently in production


Argosy Publishing (link to gallery items here)

Newton, MA 2006

Senior Modeler/Multimedia Artist

  • Created models technically accurate based on the human anatomy

  • Executed on tight deadlines to create dynamic content for web based, TV based, and printed media

  • Contributed to assets to the team to help projects bounce back on schedule.


Gizmondo Studios, (link to gallery items here)

Austin, TX 2005

Senior Artist

  • Created environments for a 3d game “Hit and Myth

  • Illustrated new concepts to develop areas for game level on a very tight schedule

  • Fulfilled lead artist role supervising 2 artists

  • Delegated task lists and consistently met deadlines

  • Company bankrupted and left all employees out of work


Origin, Electronic Arts, (link to gallery items here)

Austin, TX 2003- 2004

Environment Artist

  • Collaborated with team leaders to create an environment conducive to the fiction and design of the MMORPG “Ultima X

  • Implemented historical research to model unique environments for the new “Ultima” world

  • Simulated dynamic lighting painting shadows on objects, effectively saving memory


Compulsive Development/ Glass Eye Entertainment,  (link to gallery items here)

Austin, TX 1999- 2002 (full time and contract)

Production Artist

  • Designed casino rooms based on the Mirage resorts, the Bellagio, Mirage, and Treasure Island

  • Revised art elements needed after bug fixes, client changes, or code updating

  • Animated characters, sets, and props for the video games “Bicycle Casino,” and “Bicycle Cards”

  • Produced real time modular geometry for a bicycle courier game concept

  • Cooperated with team leads on short and effective production cycles

  • Designed, mapped, and animated characters, sets, and props for the video games “Microsoft Casino,” “Bicycle Casino,” and “Bicycle Cards”

  • Palletized 3d renderings into 2d sprites for game engine


Power and Light Multimedia Studios

Austin, TX 1999-2002(fulltime and contract)

3D Animator

  • Pre-conceptualized what the final product will look and feel

  • Managed overall look artistic look of product through communication with clients.

  • Organized, manipulated, and set up elements for production and post-production, and editorial for the Project Lead

  • Maintained communication with the client to ensure the quality and efficiency of the project.


Spiritwalk Visioneering, (link to gallery items here)

Austin, TX 1997- 1999

3d Production Artist

  • Brainstormed with co-workers in producing techniques for resolving challenges encountered in projects.

  • Implemented motion capture data into animation projects using Character Studio and the Motus Motion Capture System (Peak Performance)

  • Worked with Project Manager using digital art techniques to achieve the final product to the client’s specifications.

    Lead Concept Artist

  • Character Design, Architecture Design, Vehicle Design, Storyboards, and Set Design

  • Foreign Humor” animated/composite film short

  • "Psychotrope" 3-D Animated Feature Film

  • "Shag" 3-D Animated Television Series

     


    Freelance Client list

    Treanor Brothers Animation

    Microsoft

    Electronic Arts

    GSD&M

    Sicola/Martin

    Macho Taco restaurant

    Power & Light Studios

    Knockabout Games

    Glass Eye Entertainment

    Texas Friends’ of the Governor’s Mansion

    Panacea Wines

    Aviemore Wines

    Neat Wines, LLC

    Marian Capital, LLC

Last Updated on Thursday, 23 July 2009 21:31
 
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