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