
Multi-Disciplinary Interactive Entertainment Veteran
Greater Los Angeles Area

Multi-Disciplinary Interactive Entertainment Veteran
Greater Los Angeles Area
Seasoned creative professional with an unusually broad, exotic skillset and an extremely thorough understanding of both the artistic and technical aspects of content creation on a wide variety of platforms, including videogame consoles and even Flash.
• 17+ years of experience working on videogame art, technology and design for a number of multi-million selling titles.
• In-depth knowledge of presentation-driven, object-oriented Flash / ActionScript3 development, particularly cutting-edge visual effects, procedural art and animation.
• Very strong 3D modeling, texturing, drawing, conceptualization and digital illustration skills.
• Extensive MEL-scripting background in Maya: public tools are exceeding 70.000 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.
setting initial artistic and technical standards • researching and developing art-pipelines, techniques and defining best practices • establishing a cohesive look • working with large and/or complex data-sets • art-staff training and support • technical documentation • troubleshooting and performance optimization • solving issues requiring synergistic thinking
(Privately Held; Computer Software industry)
February 2009 — Present (6 months)
Working on art and programming for casual titles like the word puzzle game MonkWerks, soon to be released on Facebook.
Check out the alpha version here:
http://apps.facebook.com/monkwerks/
(Public Company; NWS; Internet industry)
January 2007 — January 2009 (2 years 1 month)
During this foray into online media developed markedly visual, presentation-driven Flash widgets and applications (slideshows, photoalbums, effects, transitions, postcards, polls etc.) for Flektor, MySpace, Photobucket, TinyPic and strategic projects like MyDebates.org.
This colorful process involved everything from conceptualization and design to extensive ActionScript3 programming and art/animation production using Flash, Illustrator, PhotoShop, AfterEffects, Papervision3D and Maya.
(Privately Held; Computer Games industry)
June 2006 — October 2006 (5 months)
Provided art direction - which often included hands-on involvement - to various overseas (primarily Chinese and Russian) 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; Computer Games industry)
March 2004 — June 2006 (2 years 4 months)
Environmental modeling, tools development and MEL scripting on Jak3 and JakX:Combat Racing.
Modeled and designed the look of numerous complex, expansive environments featuring very large data-sets.
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.
(Public Company; 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, performance and art-pipeline improvement, tools development / MEL scripting and art-staff training on The Incredibles (based on the Pixar feature) and Spongebob: Battle for Bikini Bottom.
(Public Company; ATVI; Computer Games industry)
January 1998 — July 2002 (4 years 7 months)
Texturing and modeling environments, characters, vehicles, plus R&D, special effects and user-interface work on True Crime:Streets of L.A., Ghostworld (unpublished prototype), Star Wars: Demolition, Vigilante 8: Second Offense and Vigilante 8.
Developed several incarnations of the company's website.
(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, 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 role-playing game Perihelion for the Amiga, 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