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Mad Doc Software (www.maddocsoftware.com) Aug 2005 - Present
Character Artist: Create characters from provided concepts.
• Constructed character models to completion (Model, unwrap, textures, rig and export)
• Texture created characters using photoshop and Zbrush for normal mapping
• Rigged characters with skin on a biped and custom bones for vehichles etc.
• Worked with character artist to maintain consistent style
• Created first iterations of next gen character work prototypes
• Train other artists in Zbrush, Mudbox, rigging and general max concepts
• Tracked and scheduled work for LODs, Icons, and
single player art
• Tracked and criticqued art from outsourcers to maintain continuity with our inhouse artists
S2
Games (www.s2games.com) January 2004 - Present
Contract Character Artist: Create characters from provided concept to texture.
• Constructed character models from concept to completion
• Assign UVW coordinates to created characters
• Texture created characters
• Prepared
models for use in using Physique and Character Studio’s Biped
Turbine Entertainment Software (www.turbine.com) September 2004 - August 2005
Production Artist: Created art assets for Dungeons and Dragons Online
• Created models, textures and uv sets for monsters
• Created art for particle effects(textures and mesh effects)
• Created particle art and particle systems for use in visual effects
• Created models, textures and uv sets for level related assets
• Prepared and exported assets for use in the game engine
Complex Games (www.complexgames.com) June 2002 - Dec 2003
Character Modeler: Created characters and prepared them for use in the
Dungeon engine.
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Constructed character models from concept to completion
• Constructed armors for use in game from concept to completion
• Created items for the graphical Heads-Up Display
• Designed standardized character development process.
• Researched methods to allow users more control over their characters
build (size, shape, color, etc.)
• Cleaned up animations done by other artists
• Prepared models for use in using Physique and Character Studio’s
Biped
Parasytic
Moon (www.parasyticmoon.com) April 2003 – June 2003
Character Modeler: Created characters for a Warfare engine modification.
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Constructed stylized character used as assets for Dissonance from concept
• Constructed static meshes for use in levels
• Optimized and created varying detail meshes for art assets
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