Edvard Toth

Edvard Toth

Multi-Disciplinary Interactive Entertainment Veteran

Greater Los Angeles Area

Current
Past
Education
  • Berzeviczy Gizella Technical College, Budapest, Hungary
  • Haman Kato Technical College, Budapest, Hungary
Connections
258 connections
Industry
Computer Games
Websites

Edvard Toth’s Summary

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.

Edvard Toth’s Specialties:

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


Edvard Toth’s Experience

  • Independent Contractor

    Monkey Gods

    (Privately Held; Computer Software industry)

    February 2009Present (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/

  • Technical Artist / Flash Developer

    Flektor / Fox Interactive Media

    (Public Company; NWS; Internet industry)

    January 2007January 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.

  • Art Director

    Nival Interactive

    (Privately Held; Computer Games industry)

    June 2006October 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.

  • Environment / Technical Artist

    Naughty Dog / Sony Computer Entertainment

    (Public Company; Computer Games industry)

    March 2004June 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.

  • Principal Artist

    Heavy Iron Studios / THQ

    (Public Company; Computer Games industry)

    July 2002March 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.

  • Senior Artist

    Luxoflux / Activision

    (Public Company; ATVI; Computer Games industry)

    January 1998July 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.

  • Managing Director

    Metatron Ltd.

    (Computer Games industry)

    19961997 (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.

  • Managing / Creative Director

    Morbid Visions

    (Computer Games industry)

    19911994 (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.


Edvard Toth’s Education

  • Berzeviczy Gizella Technical College, Budapest, Hungary

    graduated as CPA / CFA , studied computer science, system analysis, accounting, statistics, economy , 19911992

  • Haman Kato Technical College, Budapest, Hungary

    studied computer science, system analysis, accounting, statistics, economy 19871991


Additional Information

Edvard Toth’s Websites:

Edvard Toth’s Interests:

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

Edvard Toth’s Groups:

  •    Mensa
  •    American Mensa
  •    Demoscene
  •    Papervision3D
  •    Visual Effects, Film and Games Professionals (www.vfx-recruit.com)
  •    Actionscript Group
  •    Animation, Media & Entertainment
  •    Casual Games
  •    Game Developers
  •    biz HUNGARY
  •    Friends of Hungary
  •    Flash Developers Group
  •    Hungary
  •    Sony PlayStation Alumni Network
  •    FWA
  •    Digital Artist Outsourcing Group (InArtists)
  •    Electronic Entertainment Industry Network
  •    Fox Interactive Media
  •    Flash Animation Professionals Network
  •    Flash Coders
  •    Adobe Flash Group
  •    Flash Game Developers
  •    Maya Users
  •    Flash Freelancers
  •    Activision Alumni Community
  •    Games Industry Outsource Group
  •    Video Game Investment Information Network
  •    THQ - Current & Past THQ Employees
  •    Flektor
  •    Social Media Club: Los Angeles
  •    Social Entertainment Professionals

Edvard Toth’s Honors:

• 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


Edvard Toth’s Contact Settings

Interested In:

  • career opportunities
  • consulting offers
  • new ventures
  • job inquiries
  • expertise requests
  • business deals
  • reference requests
  • getting back in touch

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