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:
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Software:
Unreal Ed 2.0 to 3.5
BEAST Lighting system
Autodesk 3DS Max 7.0 to 2010
Adobe Photoshop, 7.0 to CS 3
Pixologic ZBrush
Test Track Pro
Perforce
Speed Tree CAD 4.1
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Programming / Scripting:
U-Script
Kismet
Max Script
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Acony Games: Parabellum 05/10 to Present
Senior Technical Artist
- Analyzed and documented the current manner in which the game content was setup and made recommendations on improvements to the art pipeline and Unreal assets setup.
- Worked closely with the programmers while implementing Scale Forum GFX and other new Unreal Technologies in the existing pipeline.
- Redeveloped the current parent material system to be more streamlined and use less shader instructions.
- Debugged and optimized both the levels and art using Windows PIX, NVIDIA Perf HUD, and Intel’s GPA Analyzers.
- Developed 3Ds Max scripts to aid artists in faster content creation when dealing with creating collision and Light Map UVW’s.
- Created and or tweaked 3D assets and their textures as needed to make the levels look in line with the current vision of the game.
Fire Sky: Star Gate Stargate Resistance 07/09 to 04/10
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 as well as 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 07/09
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.
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.