Skills:
3D:
modeling, texturing, lighting, character animation, animation setup,
motion capture, motion capture editing, visual effects animation,
pre-visualization, camera tracking, technical directing, product design.
Interactive: 2D
and 3D art, technical art, sprite creation and management, research and
development, game design, level design, character design, production
management, asset management, scripted programming, hire and review
staff, marketing, interface and control design.
Photography:
fashion, editorial, catalog, portraiture, product, landscape, nude art,
abstract, medium and large format, 35mm, digital, video / film,
Photoshop, darkroom.
Work
History:
Rockstar
Games-------------------------------------------------------------------------2003-2004
SENIOR 3D ARTIST / LIGHTING ARTIST – Lighting and final
pass for artwork and special effects for Midnight Club Dub edition.
Rob Howard
Studios-----------------------------------------------------------------1994-present
OWNER AND OPERATOR - photographic
studio with digital art and animation services for the entertainment and
fashion industries.
Visionart /
Digital Art Media----------------------------------------------------------2000-2001
DIGITAL ARTIST –
feature films and television
modeling, texture mapping, camera tracking, animation, and morphing for
the following features
Dungeons and Dragons, Little
Nicky, Rollerball, To End All Wars, Behind Enemy Lines, Codename
Swordfish, Nutty Professor2, Dr. Doolittle2
Check Six Studios-----------------------------------------------------------------------1999-2000
RESEARCH AND DEVELOPMENT
-
Maya
realtime game engine - game
development package
Research and Development for
Alias / Wavefront realtime game engine for Maya. Responsible for
providing programmers all art and animation assets as well as providing
demo material.
Central
Productions---------------------------------------------------------------------------1999
TECHNICAL DIRECTOR -
South
Park TV show - Comedy Central
Create characters and backgrounds, set up animation, responsible for all
technical aspects of assigned cuts.
Activision---------------------------------------------------------------------------------1998-1999
CONTRACT ARTIST - Heavy Gear II - realtime
PC Mech Simulation
Modeling, texture mapping, animation, asset management.
Angel
Studios----------------------------------------------------------------------------1995-1998
3D ARTIST -
Sofa
Kingdom - realtime PC strategy
racing adventure
Modeling, texture mapping, animation for game play levels and elements
and interface.
ANIMATOR -
Virtual Jungle Cruise - realtime
interactive motion ride at Disney theme park
Animation of prehistoric creatures, special effects, and environments.
LEAD ARTIST / ANIMATOR -
Ground Effect - realtime PC hovercraft simulation
Responsible for all art assets and interfacing with
programming team. Assembled art team and equipment. Responsible for
scripting artwork, culling tables, and physics models for vehicles and
environments. Art duties included modeling, texture mapping, special
effects, and animation.
ARTIST / ANIMATOR - Mr.
Bones – Pre-rendered 3d sprite
game with 35 minutes of cut scenes
Modeling, texture mapping, animation, motion capture,
matching 3d environments to film.
REASEARCH AND DEVELOPMENT -
Bringing realtime graphics with physics to games -
Creating and testing in house art, scripting, and motion capture
tools. Working on projects like Buggy
Boogie, a 3 year ongoing R&D project. Working with motion
capture technology that ended up in Ken
Griffey Jr. Baseball for Nintendo64, and Mr.
Bones for the Sega Saturn. Breaking ground in motion rides by
bringing interactivity and realtime 3d graphics. Bringing new graphics
cards and game platforms into production pipeline.
Compton's
New Media-----------------------------------------------------------------1993-1994
ASSOCIATE PRODUCER / DESIGNER
Creating Children’s Educational PC and MAC software on CDROM. Duties
included hiring art staff, interfacing with art, programming, sound, QA,
marketing, and customer service. Creating Design Documents. Working with
programming lead to create Technical Design Documents. Hiring voice
talent and creating sound elements. Scheduling production and testing. World
Wildlife Fund Animal Adventure, Berenstien Bears Interactive,
Berenstien Bears Learning Fun
Park Place
Productions----------------------------------------------------------------1992-1993
ASSISTANT PRODUCER / DESIGNER
/ TESTER - Nintendo, SNES, Genesis,
386 PC
Duties included interfacing with art, programming, sound, and QA.
Creating Design Documents. Working with programming lead to create
Technical Design Documents. Testing gameplay and program stability.
Capturing video sports action and converting into sprite animation.
Kung Fu the Legend Continues, ESPN Baseball Tonight, NFL Football,
Kawasaki Caribbean Challenge, David Robinson Basketball, John Madden
Football, NHLPA Hockey
American
Film Technologies---------------------------------------------------------1990-1992
Film colorist for feature films and
television series. First ever paperless animation TV series.
ARTIST - Responsible
for creating digital color maps in sequence for colorization of black
and white film. Colorist for Attack
Of the Killer Tomatoes TV series.
POST PRODUCTION - Capturing 1” video onto removable hard
disks. Rendering Color masks over captured video onto 1” video.
Rendering Animation onto 1” video. Fixing digital errors. Archiving
all production information. Digital and analog video editing. Interface
with production and QA.
ASSISTANT DESIGNER-
Set up production tools for artists to colorize black and white film.
Set up keyframes for each cut. Prepare design notes for artists.
Research color. Interface with production, post production, and QA.
Education:
Alias / Wavefront - Character
Animation in Maya - Los Angeles, CA
University of California San
Diego - 3d Animation using Alias - La Jolla, CA
La Jolla Academy of Advertising Arts - Advertising Arts Studies - La
Jolla, CA
Four Square Productions -
Film internship - National City, CA