Ron Alpert

Ron Alpert

2D/3D Environment Artist

Location
Greater Los Angeles Area
Industry
Computer Games

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Ron Alpert's Overview

Past
  • Level Artist at Neversoft/Activision
  • Modeler/Texture Artist at Legacy Interactive
  • Texture Painter at Rhythm and Hues
  • Level Artist at Left Field Productions/Activision
  • Artist at New World Computing
  • Artist at Impressions Software/Sierra Online
Education
  • University of Massachusetts, Amherst
Recommendations

15 people have recommended Ron

Connections

428 connections

Websites

Ron Alpert's Summary

I am a 2D/3D environment artist for games and other media (features, broadcast) with over a decade of professional experience. I have worked with lots of big companies over the duration of my career (Neversoft, Obsidian, Activision, Rhythm & Hues, 3DO, Sega, Sierra, many others).

Originally from Boston, I have found much success since relocating to California several years ago and look forward to working on more great projects in the future.

email - ralp99@hotmail.com

GAMES SHIPPED:

MOBILE
180 (iPhone, Android)
iFist
Hop Cop (Coming soon)
GunHead (Coming soon)
Trapdoor (Coming soon)

CONSOLE/PC
Alpha Protocol
Tony Hawk's Project 8
Tony Hawk's American Wasteland
ER- The Game
MTX Mototrax
Metal Arms: A Glitch in the System
Batman: Dark Tomorrow
Heroes of Might & Magic IV
Pharaoh
Lords of Magic: Special Edition
Caesar III
Lords of Magic

Specialties

Experience working on projects both large (over 100 people) or tiny (2-man crew!) In my film production experience I specialize in Texture Painting, in games I am a level artist (model/texture/lighting, and design aid). On smaller projects I take on a larger breadth of responsibilities (management, marketing and promotion) in addition to design and asset creation.

Ron Alpert's Experience

Environment Artist

House of Moves

Public Company; 11-50 employees; Entertainment industry

December 2010March 2011 (4 months) Los Angeles, CA

Model/texture/lighting for environments, "Stan Lee NHL Guardians" TV spot

Privately Held; 11-50 employees; Entertainment industry

August 2009January 2010 (6 months) Los Angeles, CA

Production Artist for pitch development

Level Artist

Obsidian Entertainment

Privately Held; 51-200 employees; Computer Games industry

March 2007January 2009 (1 year 11 months)

Level Artist (modeling/texturing/lighting), "Alpha Protocol" (2010) and "Aliens RPG" (cancelled)

Level Artist

Neversoft/Activision

Public Company; 51-200 employees; ATVI; Computer Games industry

January 2005September 2006 (1 year 9 months)

Level Artist for current and Next-Gen games. Worked with other artists to model/texture/vertex light the worlds in the company's games. Worked with designers to refine gameplay. 3DS Max, Photoshop, Perforce.

I worked on "Tony Hawk's American Wasteland" (released Fall 2005) and "Tony Hawk's Project 8" (released Fall 2006)

Modeler/Texture Artist

Legacy Interactive

Privately Held; 11-50 employees; Computer Games industry

May 2004September 2004 (5 months)

Modeler/texture painter. I worked with the art lead and one other artist to UV and texture many of the props and environmental assets in the game, also I did some modeling.

I completed "ER - The Game" in 2004.

Texture Painter

Rhythm and Hues

Privately Held; 1001-5000 employees; Motion Pictures and Film industry

February 2004April 2004 (3 months)

Painted textures for environments and vehicles and clothing, for film and broadcast media.

I worked on the Vin Diesel movie "Chronicles of Riddick," released Summer 2004. I painted diffuse, color and bump maps for many elements of the opening chase sequence (Merc Ship vehicle, "Fingerprint Terrain" and ice cliffs, cave interior elements)

I also worked on the "Skippy Snack Bar" commercial, aired the same time. I was brought in to do touch up work on the cartoon elephant characters' skin and clothing.

Public Company; 5001-10,000 employees; ATVI; Computer Games industry

July 2002February 2004 (1 year 8 months)

Level Artist for PS2, Xbox, GC games. Worked with other artists to model/texture/vertex light the worlds in the company's games. Worked with designers to refine gameplay. 3DS Max, Photoshop, Sourcesafe.

I worked there for the duration of the "MTX Mototrax" game, released Spring 2004 for consoles (rereleased Summer 2006 for PSP)

Artist

New World Computing

May 2000February 2001 (10 months)

Mid-level Artist for PC games. I did concept, modeling and texturing of environmental assets on "Heroes of Might and Magic IV" (released Spring 2002)

Artist

Impressions Software/Sierra Online

September 1997February 2000 (2 years 6 months)

While at Impressions I was responsible for providing concept work for characters and environmental assets. Additionally I modeled, textured, and animated many of these for in-game elements and cinematic cutscenes. Other duties included providing static image loading screens,UI interface elements, and illustrations for the game manuals.

Games completed with this company:

Lords of Magic (1997)
Lords of Magic: Special Edition (1998)
Caesar III (1998)
Pharoah (1999)

+ two unreleased projects

Ron Alpert's Education

University of Massachusetts, Amherst

Bachelor of Fine Arts, Computer Graphics and Animation

19931997

Activities and Societies: Center for Knowledge Communication, RatC Internship, Daily Collegian

Ron Alpert's Additional Information

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