Resume/CV

RELEVANT NEXT-GEN EXPERIENCE

It has become clear that the format of my current resume doesn’t highlight my “Next-Gen” experience — specifically on PS3 and XBOX360. My resume shows all the title I’ve “Shipped” but doesn’t reflect all the projects I’ve been involved with or helped out on. After 20 years in the industry, a resume can get unwieldy. It seems that it may have been an oversight to only list shipped titles, as this doesn’t truly show the breadth of my experience and skill.

Here is a short list of titles I have worked on using next-gen processes and techniques.

  • Directed a team of prop artists at Surreal Software in support of Midway’s, “Stranglehold” Unreal3 on PS3, XBOX, and PC. Shipped September 7, 2007; My team and I built several assets for the game. I left Midway before Stranglehold shipped.
  • Art Director on Zombie Studios, “SAW:The Video Game” Unreal3 on PS3, XBOX, and PC. Shipped October 6, 2009
  • Art Director on Zombie Studios, “MARSOC” Unreal3 (cancelled by SEGA due to cost cutting); Retooled and released as Zombie Studios “Blacklight:Tango Down” Unreal3 on PS3, XBOX, and PC. As a result of SEGA’s cancellation of MARSOC, I was laid off.
  • Art Lead on Realtime World’s, “Project MyWorld” In-house next-gen engine; a highly stylized social platform using inflated GIS data to recreate the entire world in a fun hand modeled style.
  • Art Manager, then Art Director on RTW’s “APB: All Points Bulletin” Unreal3; released June 29, 2010 — To the total shock of most of the employees, the company went in to administration three months later, and the project was sold to 2K Networks who plan to re-launch it in 2012.

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I believe that games should push the limits of creativity, and I have the ability

to generate and drive innovative ideas, mechanics and concepts. I am adept
at developing cross-collaboration between art, design, programming and management teams, and I enjoy taking a project from initial documentation through testing…and having fun in the process!

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RELEVANT SKILLS

Management-related:

  • Diverse Art Director, Designer, Producer, Team Lead
  • Experienced manager of international and outsource teams
  • Skilled at remote management and understanding of multicultural business relationships
  • Full-faceted project development; R&D to completion

Design-related:

  • Accomplished developer of original IP, stories, characters, demos/walkthroughs
  • Experience working with licensed IP’s and balancing the relationship between developer & licensing agent
  • Adept with mechanics development; limit definitions, player mechanics, asset breakdown, tuning/polishing
  • Skilled authoring for game- and level-flow, level layouts, scenario building, visual story telling

 

Art-related:

  • Expert environment & character development
  • High-quality concept sketching & painting
  • Modeling know-how; characters, environments, props (Low & High Polygon)
  • Savvy texturing skills, including hand painted,  photo-manipulation and normal mapping
  • Professional painting and illustration; Published in print and on the Web
  • Graphic Design for corporate identity, logo and type development, UI
  • Story boards and basic animation

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HISTORY

Freelance, Consultant

Various Companies                                 2010 – Present

Art Director, Art Manager

Realtime Worlds                                     2008 – 2010

Studio Art Director, Outsource Manager

Zombie Studios                                      2007 – 2008

Art Director, Producer, Lead Designer

FXLabs, India                                         2005 – 2007

Lead Artist

Surreal Software                                    2003 – 2005

Art Director, Game & Toy Designer

Lost Island Workshop                            2002 – 2005

Level, Vehicle, and Character modeler

Papaya Studio                                       2001 – 2002

Art Director & Game Designer

Nonstop Entertainment                          1998 – 2001

Character Artist

Cavedog Entertainment                         1997 – 1998

Lead Artist & Game Designer

Electronic Arts                                       1995 – 1997

Lead Background Artist & Game Designer

Squaresoft                                             1993 – 1995

Tester/Tech-support

Humongous Entertainment                    1992 – 1993

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TOOLS

  • Maya
  • 3D Studio MAX & Character Studio
  • Soft Image
  • Mudbox
  • Zbrush
  • 3D Coat
  • Painter
  • Photoshop
  • Dreamweaver
  • Riot Game Engine (Surreal Software)
  • Unreal 2.5 – 3.0
  • Unity
  • Torque Advanced
  • Word
  • Excel
  • PageMaker
  • Many more, including in house editors that I helped design.

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ELECTRONIC GAME CREDITS

Art Director

  • APB:All Points Bulletin (PC)
  • Inferno (PC)
  • Real Sandstorm 3D Screensaver (PC)
  • Real Snow Globes 3D Screensaver (PC)
  • Real Nails 3D Screensaver (PC)
  • Windows XP Plus Pack Screensaver (PC)
  • Road Wage (PC)
  • The Labyrinth (PC)
  • The Labyrinth 2 (PC)
  • Surreal FX (PC)

Art Manager

  • APB:All Points Bulletin (PC)

Producer

  • Inferno (PC)
  • Archie’s Riverdale Run (TBA)

Lead Designer

  • Inferno (PC)
  • Archie’s Riverdale Run (TBA)

Lead Artist

  • The Suffering: Ties That Bind (PS2, XBOX, PC)
  • The Suffering (PS2, XBOX, PC)
  • Need For Speed 2 SE (PC)
  • Secret of Evermore (SNES)

Artist

  • Whirl Tour (PS2 & Game Cube)
  • Need For Speed 2 (PSX)

Designer

  • Road Wage (PC)
  • Secret of Evermore (SNES)

Lead Tester

  • Fatty Bear’s Fun Pack (PC)
  • Putt Putt’s Fun Pack (PC)
  • Putt Putt goes to the moon (PC)

Tester

  • Freddi Fish, And the case of the missing kelp seeds (PC)
  • Fatty Bear’s Birthday Surprise (PC)
  • Putt Putt Joins the Parade (PC & 3DO)

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EDUCATION & AWARDS

  • Art Institute of Seattle: Associate of Applied Arts in Visual Communications
  • University of Alaska, Anchorage:  Illustration, 2 years
  • Award of Excellence: Electronic Arts Canada , 1996/1997
  • Certified Scrum Master

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