OBJECTIVE: A
Technical Artist position with a company seeking a highly motivated self
starter with the ability to solve complex problems combined with a strong work
ethic and a proven track record of completing assigned tasks within defined
schedules to effectively contribute to the product and team goals.
Willing to relocate if necessary
SKILLS:
|
Software:
Unreal
Ed 2.0 to 3.5
Autodesk 3DS Max 7.0 to 2009
Adobe
Photoshop, 7.0 to CS 3
Pixologic ZBrush
Test
Track Pro
Perforce
Speed
Tree CAD 4.1
|
Programming / Scripting:
U-Script
Kismet
Max
Script
|
Fire Sky: Star Gate Stargate Resistance
07/09 to 02/10
Senior Technical Artist
- Implemented
Unreal’s new Global Illumination system, Lightmass, into the art pipeline.
- Setup
and deployed Unreal’s SWARM network rendering management system.
- Developed
a parent material instance system to speed up the work flow of the artist.
- Implemented
many of Unreal’s cutting edge level effects that include dynamic cloth and
water simulations and the use of dominance lights for field distance
shadows.
- Debugged
and optimized the levels and art using both Windows PIX and NVIDIA Perf
HUD.
- Helped customers post launch with a range of technical issues from the game to starting to how to up date drivers.
Fire Sky: Star Gate Worlds MMO
08/07 to TBA
Technical Artist
- Was
promoted from a tech intern to full time technical artist after internship
was completed.
- Tested the
weekly game builds to ensure that the art department’s tools were in
working order.
- Helped to
create, implement, track and responsible for maintaining the character
asset pipeline.
- Imported,
packaged, linked and tested all weapons, MOB’s, NPC's, and the entire
collection of player armor.
- Wrote
detailed tutorials that explained the correct use of the in-house
character tools within Unreal.
- Designed
many of the tools used for character creation in both the Unreal Ed and
the live version of the game.
N.E.R.D.S.: Atari 2600 Title 03/07
– 07/07
Designer/Programmer/Artist
- Completed
commissioned project within the strict 5 month deadline, overcoming many
challenges that are prevalent when dealing with older technologies and little
available support.
- Created and
designed the art and the code to fit within a 5KB maximum size parameter.
- Delivered
the game on time for the release at the 2007 Retro Gaming Expo in Las
Vegas.
S.E.E.D.: Unreal Modification,
Group Project 10/06
– 03/07
Technical Artist / Level Designer
- Designed 2D
maps in Illustrator to aid in object placement, AI placement, movement and
critical paths.
- Used the 2D
blue print to generate a basic 3D block out of the level to ensure proper
scale was achieved.
- Created
detailed level design document that described level mood, art work and
overall feel of level.
- Designed,
modeled, and coded custom vehicles to add to the game play of the level.
EDUCATION:
Bachelor
of Arts Degree in Game Design, Collins College, Tempe, AZ 02/04 –
07/06
- Received
Bachelor’s of Arts degree in Video Game Design, with a primary focus on
technical art and game scripting.
- Helped to
establish the first Game Design student tutoring program that involved
students helping other students with their projects.
HONORS
AND ACHIEVEMENTS:
- Received
the Collins College Alumni Award (2007) presented to the alumni that
accomplishes outstanding work after graduation.
- Invited
back to Guest lecturer on video game design at Collins College talking to
new classes about what it takes to make games .
- Work is
featured in Collins College advertisements
and on their website.
References
are provided upon request.