Rick Gonzales

Oceanside, CA 92057
(760)212-8108

I am a 3D artist with 10 plus years of 3D modeling and game experience. I studied Industrial Design at San Jose State University and then started my career building 3D models and prototypes with aspirations of building models for the movies. From there I made the switch to video games starting with a Sega Genesis project and it's been non-stop ever since.

My focus has been building, texturing, and lighting environments but lately I have been putting my experience to use as Creative Director for Gonzilla Inc. MS Excel, MS Project, and Alienbrain have now become as valuable as Maya and Photoshop but I enjoy the teamwork and responsibility.

Enjoy the site!

Rick


Objective To create high quality games, 3D environments, and textures with an organization that will utilize my creativity and skills as a senior 3D artist.
Experience

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
Software Maya, 3DSMax, Photoshop, Alien Brain, MS Project, MS Excel, Onyx Tree Storm, Various 3DSMax Plug-ins, Multigen Creator, Alias 7.5, Debabelizer, Fractal Painter, D-Paint
Education

1989-1994 San Jose State University San Jose, CA
B.A. General Design (emphasis in Industrial Design)

Interests Golf, Hot Rods and Custom Cars, PC/Console Gaming




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