
Flash Developer, Technical Artist at Flektor, Interactive Entertainment Veteran
Greater Los Angeles Area

Flash Developer, Technical Artist at Flektor, Interactive Entertainment Veteran
Greater Los Angeles Area
• Extensive experience in primarily visual-effect driven Flash / ActionScript3 based development.
• More than 16 years of past history working on videogame art, technology and design for numerous high-profile titles.
• Very strong 3D modeling, texturing, drawing, conceptualization, digital illustration and creative writing skills, and extremely thorough understanding of the technical aspects of content creation on a wide variety of platforms.
• Robust MEL-scripting and tool-development background in Maya: publicly available tools are currently registering in excess of 50.000 combined total downloads from various Maya-community websites.
• Good insight into art outsourcing processes including bidding, vendor assessment, workbook and feedback generation and delivery scheduling.
• Excellent organizational, logistic, risk-assessment, problem-solving and time-management abilities. Highly efficient and productive, with a consistent track-record of contributing out-of-the-box solutions and ideas.
Left-right brain synergy, multi-disciplinary approach, effortless traversal of boundaries between creative and analytical, art and technology, design.
(Internet industry)
January 2007 — Present (2 years)
Primarily visual effect driven development of Flash widgets and apps for Flektor, MySpace, Photobucket, TinyPic or projects like MyDebates.org. This colorful process involves everything from conceptualization, design and problem-solving to extensive ActionScript3 programming and art/animation production using Flash, Illustrator, PhotoShop and even Maya.
(Privately Held; Computer Games industry)
June 2006 — October 2006 (5 months)
Provided art direction - which often included hands-on involvement - to various overseas outsourcing teams on several high-profile projects. Created and developed concept art, illustrations, pre-visualization assets and presentation materials for original next-gen and handheld properties.
(Public Company; SNE; Computer Games industry)
March 2004 — June 2006 (2 years 4 months)
Environmental modeling and tools development/MEL scripting on Jak3 (PS2) and JakX:Combat Racing (PS2).
Modeled and designed the look of numerous complex, expansive environments.
Created various tools, most notably several placement-utilities to aid the procedural distribution of instanced geometry, and the Maya portion of a "virtual motion-capture" system to apply motion-data recorded from physics-driven ingame vehicles back into hand-animated cinematics to achieve more realistic vehicular movement.
Worked on two additional, yet unfinished PS3 / PSP titles.
(Public Company; THQ; Computer Games industry)
July 2002 — March 2004 (1 year 9 months)
Setting artistic and technical standards, environmental and character modeling, texturing, lighting, special effects R&D, tools development / MEL scripting and art-staff training / mentoring on The Incredibles (PS2, GC, XB) and Spongebob: Battle for Bikini Bottom (PS2, GC, XB).
(Public Company; ATVI; Computer Games industry)
January 1998 — July 2002 (4 years 7 months)
Texturing / modeling environments, characters, vehicles; special effects and user-interface work on True Crime:Streets of L.A. (PS2, GC, Xbox), Ghostworld (prototype), Star Wars: Demolition (PS, DC), Vigilante 8: Second Offense (PS, N64, DC), Vigilante 8 (PS, N64). Developed the company's website.
(Self-Employed; 1-10 employees; Computer Games industry)
1996 — 1997 (1 year)
Creation of large volumes of contractual artwork, most notably for Formula 1 Championship Edition and Newman-Haas Racing (PS, PC), two racing titles published by Psygnosis.
(Computer Games industry)
1991 — 1994 (3 years)
Concept, story, design, all art, art direction and project-management on the cult classic Amiga RPG Perihelion, published by Psygnosis.
Started working on this project at the tender age of 18, while still in school. The game eventually climbed to #9 on Amiga Action magazine's benchmark "Top 50 RPGs" list, and has an active following to this day.
graduated as CPA / CFA, studied computer science, system analysis, accounting, statistics, economy, 1991 — 1992
studied computer science, system analysis, accounting, statistics, economy 1987 — 1991
convergence of modern physics and metaphysics • mythology and archetypes • astrology and other divination practices • MMO games • transhumanism • consciousness • digital and procedural art • photography • minimalism • DIY • reading • politics
• Featured in Pixel Magazine's "World's Best Maya Developers" column: http://pixelcreation.fr/
• Was one of the three creators of Korn's psychedelic full CG music video "Everything I've Known": http://edvardtoth.com/extras/korn-video/
• Wrote the (somewhat controversial) feature article called "The Santa Incident" for Gamasutra: http://www.gamasutra.com/features/20051212/toth_01.shtml