An effects artist position that utilizes and expands my extensive experience in designing special effects and particle systems for AAA games
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High proficiency at designing and creating realistic, exciting special effects using particles and/or animated textures | |
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Created effects on five shipped titles | |
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Animator and character designer on two titles | |
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Very accomplished at low-to-mid-poly modeling |
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3D Studio 4.0 and 3D Studio Max (13 years)
Bones Pro and Character Studio
Adobe PhotoShop
Painter
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2007 - present |
Zipper Interactive (SCEA) |
Redmond, WA |
Created and implemented realistic effects for next-gen PS3 title
Created interactive events, such as explosions, for in-game events
Consulted on creation of next-gen particle and effect system
2004 - 2007 |
SCEA Bend |
Bend, OR |
Created and implemented realistic effects for Syphon Filter: Dark Mirror (PSP), Syphon Filter: Logan’s Shadow (PSP), and Syphon Filter: Combat Ops (PSP) with minimal system impact.
Created interactive events, such as explosions, for in-game events
Consulted on particle system toolchain
Supervised three employees in the creation of in-game cinematic events
2002
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Asylumsoft - TKO Austin |
Austin, TX
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Designed and animated creatures and characters for MMORPG Ashen Empires (PC), for rendering into sprites
Supervised three artists
Scheduled art production
2000
– 2002
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BigSky
Interactive
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Round Rock, TX
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Designed and implemented particle effects for Jimmy Neutron: Boy Genius (PS2) and SpongeBob Squarepants: Revenge of the Flying Dutchman (PS2) , using proprietary particle system editor
Created original low-polygon models for Playstation console game “Monster Force” and Playstation 2 console games Jimmy Neutron: Boy Genius (PS2) and SpongeBob Squarepants: Revenge of the Flying Dutchman (PS2)
Textured models for minimum memory system
Animated models using forward and inverse kinematics
Imported completed models and animations into proprietary 3D game engine
Consulted on various software packages
1999
– 2000
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Multimedia Games, Incorporated
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Austin, TX
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Responsible for creating and designing original art for use in video poker and video slot machines
Animated numerous attract screens for existing arcade gambling systems
Designed interface for Point-Of-Sale consoles
Responsible for artistic corporate image for nationwide company
Supervised one artist and two programmers for implementation of console art and low-polygon game engine
1996
– 1999
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Illusion Machines, Incorporated
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Austin, TX
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Responsible for creating original models of humanoid and other characters in 3D Studio Max and animation for "Dawn of War". Also responsible for creation of numerous models of 3D buildings and trees
Created and animated numerous fantasy characters for
"Master of Magic 2", including humanoid as well as
quadruped characters and their animations. Also responsible for
creation of models of 3D buildings and trees.