
FX Artist at Bioware
Austin, Texas Area

FX Artist at Bioware
Austin, Texas Area
Knowledge of design, scripting tools, matinee editor, UI tools and particle systems.
(Public Company; ERTS; Computer Games industry)
March 2009 — Present (5 months)
Working on Star Wars: The Old Republic
(Privately Held; 51-200 employees; Computer Games industry)
August 2007 — September 2008 (1 year 2 months)
ALIENS: Colonial Marines
* Responsible for implementing menu interface for single player portion of the game using Unreal UI scene editor.
* Constructed last 2 levels of single player and 1 multiplayer TDM level.
* Created particle effects for guns, sentry turrets, bullet impacts, steam, acid blood, blood hits, sparks, etc.
(Privately Held; 51-200 employees; Computer Games industry)
March 2008 — September 2008 (7 months)
Brothers In Arms: Hell's Highway
* Worked on 4 multiplayer levels.
* Optimized performance on Xbox 360 and PS3 by exporting each BSP group into 3dsmax to reduce the amount of brushes.
* Modeled, textured and imported 3dsmax objects and buildings back into Unreal levels.
* Refined game play and polished visuals while focusing optimization and frame rate.
(Privately Held; 11-50 employees; Computer Games industry)
May 2006 — August 2007 (1 year 4 months)
- Shipped title - Hour of Victory
* Responsible for creating grey map levels with objectives using concept art and overhead layouts.
* Populated levels with static meshes for 2nd visual art pass.
* Implemented game menus using Unreal UI scene editor.
* Created particle effects and matinee sequences in Kismet.
(Higher Education industry)
January 2004 — May 2006 (2 years 5 months)
Continuing Education: Intro to Maya Fundamentals
Evening Classes: Intro to Maya, Advance modeling in Maya, Unreal Tournament 2004 Level Design & MOD creation.
Game Design Workshop: Intro to Unreal Engine 3 using RoboBlitz.
Game Design Workshop: Intro to 3dsmax for game creation.
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(Privately Held; 1-10 employees; Computer Games industry)
May 2005 — February 2006 (10 months)
Shipped title - Ultimate Duck Hunting (PC)
- As lead Artist, managed 4 artists & 1 Level Designer.
- Developed tutorials for importing models and textures into Torque Engine.
- Designed UltimateDuckHunting.com
- Modeling & texturing outdoor environment objects.
- Designed the User Interface for in-game & menu.
(Privately Held; 1-10 employees; Computer Games industry)
September 2003 — January 2004 (5 months)
- Developed interactive cdrom presentations for new clients
- Created game trailers for soon-to-be-released games. Terrorist Takedown, WW2 Tank Commander, Kart 2005 Racing available on GameTrailers.com