| Present
Gonzilla Inc, Carlsbad
, CA
Principal Partner
2005
Section 8 Studios, Carlsbad
, CA
Creative Director
2004-2005
Madahvi Toys Interactive
La
Jolla , CA
Fall of Troy (PC)
Senior 3D Artist
Model, Light, and Texture terrain and game objects
2001-2004
Rockstar San Diego/Angel
Studios San
Diego, CA
Unannounced Project (Playstation2 and
Xbox)
Senior 3D Artist
Creating geometry and textures for city exteriors
using Maya, Photoshop and proprietary tools.
Spy
Hunter 2 (Playstation2 and Xbox)
Lead Artist:
- Worked
with other team leads to create a technical
art specification document based on projected
technology and game play.
- Responsible
for assembling and hiring artists for key
positions.
- Established
and maintained a realistic and reliable task
list and schedule for all art deliverables
using MS Project and Excel. Emphasis was placed
on quality and on-time delivery of all art
milestones.
- Worked
closely with Technical Director and Technical
Artist to develop and maintain the art asset
pipeline.
- Supervision
and guidance of all artists on team, including
annual reviews, risk analysis, task assignment,
etc.
- Facilitated
regular art meetings, maintained status reports
for submission to the Producer.
- Contributed
to building a positive team spirit.
- Earned
respect, trust, and motivated art team members
to perform on time and on schedule with high
quality output.
- Balanced
team needs (design changes, additional assets,
programming requests) with deadlines (artist
allocations, locking down art assets) to finish
the project.
- Created
and tuned art assets including geometry, textures,
and lighting using Maya and Photoshop.
Midnight
Club II (Playstation2)
Senior Artist:
- Worked
with Game designers and Art Director to create
Tokyo and LA road networks.
- Maya
and Photoshop were used in the construction
of the in-game assets. These included freeways,
off ramps, and surface roads.
- Assisted
in city block layout and construction.
2000-2001
Z-Axis Hayward,
CA
Dave Mirra Freestyle BMX 2 (Playstation2)
3d Artist
- Create
and design stunts and level geometry using
3DSMax and proprietary tools.
Dave
Mirra Freestyle BMX (Playstation and Dreamcast)
3d Artist
-
Tune level geometry, vertex lighting and LODs
using 3DSMax and proprietary tools.
1997-2000
Midway Games West/Atari
Games Milpitas,
CA
RUSH “Hot Rod” (Arcade)
Senior 3D Artist
-
Co-developed project from initial concept
to approved final document.
RUSH2049
(Arcade)
Lead 3D Artist
- Created
futuristic real-time tracks and environments
for #1 rated arcade-driving game using Multigen
Creator, 3DSMAX, and Photoshop.
- Designed
and built multiple racing vehicles.
- Responsibilities
included construction, texturing, and lighting
the tracks.
- Also
responsible for training others in the track
and car construction pipeline.
RUSH
the ROCK (Arcade)
3D Artist
- Re-created
Alcatraz’s infamous cell house using
real-time construction and textures.
- Designed
Rush the Rock Logo for cabinet marquee.
- Organized
car models and textures for implementation
in the game.
1996-1997
Ocean of America San
Jose, CA
Mission Impossible (N64)
3D Artist
-
Created real-time environments and textures
for the various game levels. Alias 7.5 was
used to model and light environments.
- Texture,
intensity, and transparency maps were created
using Photoshop Worked with in-house tools
to sort and evaluate level construction.
1995-1996
Abalone Entertainment
Software Fremont,
CA
3D Artist/Animator
X-perts (Genesis)
-
Created and designed backgrounds and background
animation for the various game levels using
D-Paint, D-Animate, Debabelizer, and Tume.
-
Converted 3D animation into 2D sprites and
animated cinematic end sequence.
-
Responsible for pallet and tile organization
of animation and background images.
Junk (Playstation)
-
Constructed high polygon 3D enemies rendered
as 2D sprites.
-
Motion Capture was inserted using Puppeteer
and Bones-Pro to animate the 3D characters
along with traditional key frame techniques.
-
Photoshop and various 3DS4 plug-ins were also
used to create textures and effects.
Total Justice (Playstation)
-
Responsible for building fully textured/low
polygon 3D models using 3DSMax.
-
Motion capture data was used in the character
animation and Photoshop and Mesh-paint were
used for textures.
-
Characters were based on licensed DC Comic’s
super heroes.
1993-1995
Prototypes Plus Menlo
Park, CA
Model
Maker/Project Supervisor
-
Fabricated visual models and high precision
prototypes using SurfCAM, parametric spline
based modeling software.
-
Construction of 3D wire frame models based
on client drawings and quoting cost and time
of proposed jobs.
- Prototype
displays were used in the films Congo and
Twister
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