Objective

An effects artist position that utilizes and expands my extensive experience in designing special effects and particle systems for AAA games

bullet

High proficiency at designing and creating realistic, exciting special effects using particles and/or animated textures

bullet

Created effects on five shipped titles

bullet

Animator and character designer on two titles

bullet

Very accomplished at low-to-mid-poly modeling

Professional skills

3D Studio 4.0 and 3D Studio Max (13 years)

Bones Pro and Character Studio  (10 years)

Adobe PhotoShop (8 years)

Painter  (3 years)

Professional experience

2007 - present

Zipper Interactive (SCEA)

Redmond, WA

Senior Artist, Effects Lead

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

Senior Artist, Effects Lead

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 - 2004

Asylumsoft - TKO Austin

Austin, TX

Art Director

Designed and animated creatures and characters for MMORPG Ashen Empires (PC), for rendering into sprites

Supervised three artists

Scheduled art production

 

2000 – 2002

BigSky Interactive

Round Rock, TX

Lead Modeler, Lead Particle Designer

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

Multimedia Games, Incorporated

Austin, TX

Art Director

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

Illusion Machines, Incorporated

Austin, TX

3D Artist and Animator

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.