Lead Technical Artist, Blue Fang Games
Greater Boston Area
Lead Technical Artist, Blue Fang Games
Greater Boston Area
• Veteran game development artist with 15 years game development experience.
• Concepts, storyboards, modeling, texturing, animating, effects, emphasis on real-time 3D.
• Directed teams of up to 15 artists and programmers, hired art talent, managed outside contractors, developed and maintained schedules and budgets.
• Organized and directed motion capture sessions.
• Constantly researching art tools and pipelines, documenting art technical constraints for each client's rendering engine. Trained and mentored art staff in new techniques.
• Video production for NTSC broadcast, DVD, and streaming video (QT, RM, WMV).
• Writing and maintaining an online Normal Map wiki page written specifically for artists: http://tech-artists.org/wiki/Normal_Map
• 3ds Max, Photoshop, Sony Vegas, Body Paint 3D, advanced DVD authoring, video compression, MediaWiki, PmWiki, MoinMoin Wiki, custom art tools, constantly testing new software.
(Privately Held; Computer Games industry)
March 2009 — Present (9 months)
(Privately Held; Computer Games industry)
October 2008 — March 2009 (6 months)
• Evaluating & improving content creation pipeline.
• Editing internal wiki to clarify tool usage and art constraints.
• Creating real-time 3D game content.
• Teaching art techniques and best practices.
(Privately Held; 1-10 employees; Computer Software industry)
August 2001 — August 2008 (7 years 1 month)
• Worked with small art and programming team to create real-time 3D and pre-rendered 3D artwork for games, technical demonstrations, and internal engine & tool development.
• Directed artists and created assets in the production of two game titles for the U.S. Navy: NTE: Strike & Retrieve, and GMTS GeoCommander.
• Created extensive testbed of real-time 3D demo content to test effectiveness of new builds, developed internal QA system for bug testing and reporting.
• Worked with a web developer to design and implement new company website.
• Created and edited demonstration videos for website and venture capital presentations.
• Created NTSC-standard video DVDs with custom menu design and programming.
• Created and maintained extensive internal wiki that documented the art pipeline, tools, techniques, and art technical constaints of the custom in-house rendering engine.
(Privately Held; 51-200 employees; Animation industry)
December 1991 — July 2001 (9 years 8 months)
At Mondo Media I worked with game developers and publishers like Activision, EA, Disney, Hasbro, Interplay, LucasArts, Westwood, etc.
Games (partial list):
• Aladdin and the fate of Agrabah
• Blade Runner
• The Daedalus Encounter
• Interstate '76
• Mechwarrior 3
• Need For Speed: Motor City
• Rebel Assault II
• Star Fleet Command II
• Zork: Nemesis
My roles:
• Directing teams up to fifteen artists and programmers, hiring art talent, managing outside contractors, developing and maintaining schedules and budgets.
• Creating concept art, modeling, texturing, animating, and creating effects.
• Researching art tools and pipelines, documenting art technical constraints for each client's rendering engine.
• Organizing and directing motion capture sessions.
• Defining and implementing production pipelines for converting Flash into NTSC broadcast video and Real/WindowsMedia/QuickTime/SMIL streaming video.
• Training and mentoring art staff in new techniques.
BFA , Illustration , 1988 — 1991