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Accomplished Lead and Senior Artist with an emphasis on Lighting, Effects, and Environments (design, layout, creation). Strong team building, project management, and supervising skills with a proven track record at meeting deadlines and budgets on time for both internal and external (outsourcing) teams. Excels in working with design and engineers to create desired mood, feel, and experience for game environments. Proactive and solution based thinker well versed in multi-tasking, problem solving and interfacing with multi-disciplinary teams. Creative thinker with strong 3d visual, written, and oral communication skills with experience in a wide variety of production techniques and software tools. Artistic at heart with a strong technical and analytical background. |
- Knowledge of effects for Games and Cinema, including particles and dynamics.
- Proficient and well rounded in lighting for both Games and Cinema. Experienced with multi-pass rendering, mental ray, Final Gathering, ambient occlusion, DOF, Vertex Pre-lighting as well as other proprietary lighting methods for Games.
- Experience in digital compositing, color correction,and post effects.
- Proficient in 3D modeling, including high and low poly construction, NURBS, subdivision surfaces, UV mapping.
- Keen design sense for aesthetics, color, and layout.
- Adept in video editing and post processing.
- Strong abilities in conceptual development and story writing
- Strong technical abilities for Game and Cinema production
- Well versed in creating & setting up virtual work-flows using computing cloud technologies as well as setting up the web interfaces and integrations. (Subversion, Joomla, Web Hosting & Admin)
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Software:- Maya | Adobe Photoshop | After Effects | Sony Vegas
- DVD Architect | Particle Illusion | Smedge
- MS Project | MS Word & Excel
- Subversion | Joomla | Basecamp | Tortoise
Hardware & Tools: - PC | SGI | UNIX | Linux
- PSP Tools & Art Production | Methods | Processes
- PS2 Tools & Art Production | Methods | Processes
Additional:- Creating Virtual Data Repositories with web based communication hubs for virtual work-flows
- Minor experience with MEL and Shell Scripting
- Knowledgeable in creating render farms and networking systems
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ATTITUDEGAIN – San Francisco, CA | 2008 - 2011Unannounced Project (PC – In progress) – Art Outsourcing Manager | R&D Prototyping | Digital Art Services- NOTE: All work done virtually from Tokyo Japan
- Helped company find and choose a suitable art outsourcing service to accommodate pre-production art assets within time frames and on budget.
- Directed, supervised, and coordinated outsourcing resources
- R&D of game graphics engine and tools with lead programmer
- Worked with designers to create level layouts.
- Built pre-pro block models, environment and textures for level layouts to test design flow and gameplay
SIGGRAPHASIA2009 – Tokyo, Japan | 2009 Electronic Theater - Digital Video Production - NOTE: All work done virtually from Tokyo Japan
- Worked with a group of 18 authors from all over the world to edit and compile their visual presentations into a 3 min preview trailer video to be a part of the SiggraphAsia2009 Electronic Theater in Yokohama, Japan in December
- Created Final HD (1920x1080) Video.
Computer Animation Festival Committee - Member of the SIGGRAPH Asia 2009 Computer Animation Festival Program Jury/Committee
JUST CAUSE PRODUCTIONS – LA & Tokyo | 2008 - 2009Internal Services – CG Consultant- R&D of virtual work flow using computing cloud technologies to link Tokyo and L.A. studios as well as other contractor and outsourcing services.
- Pre-planning of Full Cinematic Pipeline
SONY COMPUTER ENTERTAINMENT – Foster City, CA | 1997 - 2006The Retriever - Jet Li (Canceled - PSP – 2006) - Cinema Lead / Sr. EFX Animator / Lighter / Innovative Strike Team Lead - Directed and supervised cinematic department. Established movie development process and implemented production pipeline.
- Created initial story & high concept of "The Retriever".
- Set up animations, visual effects, cameras, lighting, rendering and compositing.
- Established the games visual style through a series of Visual Environment Tests.
- R&D new environment and character lighting techniques / tools with programmers
- Implemented environment and dynamic character lighting
- Directed, supervised and coordinated Cinematic Motion Capture sessions between multiple groups.
- Implemented Real Time Cinema's via our Cinema tool. (Bringing all elements of sound, env, char, lighting & EFX together)
- Set up schedules, budgets and project tracking.
- Lead the Innovative Strike team in providing new game ideas and experiences based on HK action.
- Created all environment EFX.
Rise to Honor - Jet Li (PS2 – 2004) - Lead Artist / Sr. EFX Animator / Lighter / Sr. Env Artist / Story - Created, Directed and supervised a group of over 35 artists.
- Wrote the main story and co-supervised the development of the final script by Blindlight Studio’s.
- Collaborated and assisted Design team in all aspects of game design.
- Lead design and development of in-game EFX tools.
- Worked with programmers to develop character dynamic lighting techniques
- Directed, supervised and coordinated Cinematic Motion Capture sessions between multiple groups.
- Art troubleshooting, optimizing and final polish
- Created all environment / cinema EFX as well as the majority of all the character / in-game EFX.
- Implemented Real Time Cinema's via our Cinema tool. (Bringing all elements of sound, env, char, lighting & EFX together)
- Trained and mentored staff on design methods, production techniques and software tools.
- Set up schedules, budgets and project tracking.
Syphon Filter 2 (PS2 – 2000) - Lead Artist / Sr. Env Artist - Directed and supervised a small team of 5 artists in the creation of additional art assets needed by Eidetic, Inc.
- Built high and low rez models of vehicles, weapons and props.
Last Days of Planet Earth (Canceled - PS1 – 1999) - Sr. Env Artist / Lighter / EFX Animator - Worked with designers to create level layouts.
- Built models and textures for level environments.
- Created In-game visual EFX for explosions, weapons fire and damage.
- Directed and supervised cinematic department in the creation of all cinemas.
- Set up animations, visual effects, cameras, lighting, rendering and compositing.
VISUAL CONCEPTS - San Rafael, CA | 1994 - 1997 NHL 97 (PS1 / Sega - For EA – 1997) – Cinema Lead / Sr. Artist / EFX Animator - Directed and supervised cinematic department in the creation of all cinemas.
- Set up animations, visual effects, cameras, lighting, rendering and compositing.
- Built models and textures for playfields and stadiums.
ONE (PS1 For ASC – 1997) – Sr. Env Artist / EFX Animator - Worked with designers to create level layouts.
- Built models and textures for level environments.
- Created In-game visual EFX for explosions, weapons fire and damage.
Viewpoint (PS1 For EA – 1995) – Sr. Env Artist / EFX Animator - Built models and textures for level environments.
- Created In-game visual EFX for explosions, weapons fire and damage.
Madden 95 (Canceled - PS1 For EA – 1995) – Sr. Env Artist / EFX Animator - Built models and textures for stadium environments.
- Directed and supervised cinematic department in the creation of all cinemas.
- Created In-game visual EFX
- Created UI
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Last Updated on Wednesday, 29 June 2011 00:06 |
UC BERKELEY- Berkeley, CA | 1992CITY COLLEGE OF San Francisco – San Francisco, CA | 1990- A.A. - Major in Architecture
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