Environment Artist
Environment Artist
Environment Artist
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About Me I began my art career doing mostly graphic design and freelance illustration for a variety of different companies and products. I was still in school and search ing for what I really wanted to pursue with my artistic career. I have been work ing in the games industry since about 1997 when I got my first freelance job as a conceptual artist at a small software company looking to develop a unique and ambitious MMORPG. My digital and 3D skills were first developed working for this small company as we continued to search for publishers and develop our game. Fr om there I moved on to The Collective as an environment artist on Wrath: Unleash ed. Since then I have worked my way up the ranks through hard work, dedication, and a drive to ensure we made the best art possible for our games. Im an avid ga mer, my favorite games include: Myst, Riven, Half Life series, Medal of Honor: A llied Assault, Bioshock, Uncharted 2, Super Mario Galaxy, Zelda DS series, Profe ssor Layton DS series. Shipped Titles - Front Mission Evolved (XBOX360, PS3, PC) http://mattolsongallery.com/MOVisualS amples_FME_Menu.htm - Silent Hill: Homecoming (XBOX360, PS3, PC) http://mattolsongallery.com/MOVisua lSamples_SH_49.htm - Da Vinci Code (XBOX, PS2, PC) http://mattolsongallery.com/MOVisualSamples_DV_35.htm - Getting Up: Contents Under Pressure (XBOX, PS2, PC) - Star Wars Episode III (XBOX, PS2, PC) http://mattolsongallery.com/MOVisualSam ples_SW_12.htm - Wrath: Unleashed (XBOX, PS2, PC) Personal Art Samples - Traditional Art (drawing): http://mattolsongallery.com/TraditionlArt_15.htm - Traditional Art (woodcarving): http://mattolsongallery.com/Woodcarving01.htm - Personal 3D Art: http://mattolsongallery.com/Gallery001.htm Work Experience Double Helix Games Irvine, CA 2010- Present Art Director: Unannounced Title (2010 Present) Worked with Creative Director and outsource companies to design and create prod uction design images for an unannounced title for the XBOX360 and PS3 consoles. Created art style guide document to define and establish the artistic vision fo r an unannounced title. Included high level goals for art, artistic vision pilla rs, and art samples. Built and managed a sample environment for the purposes of demoing our propriet ary tools and render engine for an unannounced title for the XBOX360 and PS3 con soles. Worked with Lead Environment Artist to ensure levels were built to specificatio
ns and performed optimally for the XBOX360 and PS3 platforms unannounced title. Managed and assisted a team of environment artists, character designers, and us er interface artists to construct and complete assets for 2 levels for an unanno unced title. Built and managed environment art for a full scale mission for an unannounced t itle. Worked with outsourcing companies to complete character models, props, and envi ronment set pieces for an unannounced title. Created art style briefs with photo graphic samples and concept art, managed quality of delivered assets, and assist ed with integration of final delivered assets into the game. Helped Tools and Technology team enhance and improve artist tools to achieve ef ficient and effective pipelines. Executed performance reviews and evaluations for art teams. Skills: - Diffuse, normal, ambient occlusion, height map, and specular texture map paint ing. - Low poly modeling - High resolution modeling for the purposes of transferring normals from a high resolution mesh to a game ready low poly mesh. - Cube map creation - Scene management as it pertains to memory usage and frame rate - Baked and real-time lighting set up for environments - Maya 2010 - Photoshop CS2 - Crazy Bump - Proprietary Material Editor Tool: Material Editor (used to create advanced sha ders for the XBOX360 and PS3 platforms) - Proprietary Level Editor Tool: SlayEd (used to create and manage level logic a nd scripting for the XBOX360 and PS3 platforms) - MS Outlook Double Helix Games Irvine, CA 2008- Present
Art Director: Front Mission Evolved (2008 2010) Worked with Publisher and Design Director to establish art style and goals for Front Mission Evolved project. Created art style guide document to define and establish the artistic vision fo r the Front Mission Evolved project. Worked with conceptual artists to develop designs for characters, environments, and user interface layouts for Front Mission Evolved project. Worked with outsourcing companies to complete character models for Front Missio n Evolved project. Created art style briefs with photographic samples and concep t art, managed quality of delivered assets, and assisted with integration of fin al delivered assets into the game. Managed and assisted a team of environment artists, character designers, and us er interface artists to construct and complete assets for Front Mission Evolved project. Built several robot characters (Wanzers), including all boss robots for Front M ission Evolved project. Built and managed environment art for 3 full scale missions for Front Mission E volved project. Also assisted in polish and optimization pass on several mission s. Worked with Lead Environment Artist to ensure levels were built to specificatio ns and performed optimally for the XBOX360 and PS3 platforms for Front Mission E volved project. Worked with publisher to create and deliver quality key art assets for the purp oses of marketing content for Front Mission Evolved project. Helped Tools and Technology team enhance and improve artist tools to achieve ef ficient and effective pipelines. Built and managed a sample environment for the purposes of demoing our propriet ary tools and render engine to potential clients. Executed performance reviews and evaluations for art teams. Skills: - Diffuse, normal, ambient occlusion, height map, and specular texture map paint ing.
- Low poly modeling - High resolution modeling for the purposes of transferring normals from a high resolution mesh to a game ready low poly mesh. - Cube map creation - Scene management as it pertains to memory usage and frame rate - Baked and real-time lighting set up for environments - Maya 2010 - Photoshop CS2 - Crazy Bump - Proprietary Material Editor Tool: MaterialEd (used to create advanced shaders for the XBOX360 and PS3 platforms) - Proprietary Level Editor Tool: Edward (used to create and manage environment a rt for the XBOX360 and PS3 platforms) - MS Outlook Lead Environment Artist: Silent Hill Homecoming (2006 - 2008) Worked with Art Director to establish art style and goals for Silent Hill: Home coming project. Worked with Art Director and conceptual artists to develop designs for environm ents for Silent Hill: Homecoming project. Worked with outsourcing companies to complete prop models for Silent Hill: Home coming project. Managed and assisted a team of environment artists to construct and complete as sets for Silent Hill: Homecoming project. Built and managed environment art for 2 full scale missions for Silent Hill: Ho mecoming project. Also assisted in polish and optimization pass on several missi ons. Worked with Lead Programmer and Render Team to ensure levels were built to spec ifications and performed optimally for the XBOX360 and PS3 platforms for Silent Hill: Homecoming project. Worked with publisher to create and deliver quality art assets for the purposes of Press Release content for Silent Hill: Homecoming project. Helped Tools and Technology team enhance and improve artist tools to achieve ef ficient and effective pipelines. Executed performance reviews and evaluations for environment art team. Created 3 new project pitch documents which included high level concept, storyl ine, conceptual art, and even a sample gameplay and mood video. Skills: - Diffuse, normal, ambient occlusion, height map, and specular texture map paint ing. - Low poly modeling - High resolution modeling for the purposes of transferring normals from a high resolution mesh to a game ready low poly mesh. - Cube map creation - Scene management as it pertains to memory usage and frame rate - Baked and real-time lighting set up for environments - Maya - Photoshop - Crazy Bump - Proprietary Material Editor Tool: MatEd (used to create advanced shaders for t he XBOX360 and PS3 platforms) - Proprietary Level Editor Tool: SlayEd (used to create and manage level logic a nd scripting for the XBOX360 and PS3 platforms) - MS Outlook Senior Environment Artist (2005 - 2006) Worked with Art Director to design and create environment art for the Da Vinci Code project Built and managed environment art for 2 full scale missions for the Da Vinci Co
de project. Also assisted in polish and optimization pass on several missions. Helped Tools and Technology team enhance and improve artist tools to achieve ef ficient and effective pipelines. Helped Tools and Technology team begin preparations for new tools and pipelines to begin production of next-gen assets for the XBOX360 and PS3 consoles. Skills: - Texture map painting - Low poly modeling - Scene management as it pertains to memory usage and frame rate - Baked lighting set up for environments - Maya - Photoshop - Proprietary Level Editor Tool: SlayEd (used to create and manage level art, l ogic and scripting for the XBOX and PS2 platforms) - MS Outlook Senior Environment Artist (2004 - 2005) Worked with Art Director to design and create environment art for the Star Wars Episode III project Built and managed environment art for 2 full scale missions for the Star Wars E pisode III project. Also assisted in polish and optimization pass on several mis sions. Helped Tools and Technology team enhance and improve artist tools to achieve ef ficient and effective pipelines. Skills: - Texture map painting - Low poly modeling - Scene management as it pertains to memory usage and frame rate - Baked lighting set up for environments - Maya - Photoshop - Proprietary Level Editor Tool: SlayEd (used to create and manage level art, BS P, logic and scripting for the XBOX and PS2 platforms) - MS Outlook Environment Artist (2002 - 2004) Worked with Art Director to help establish art style for Getting Up: Contents U nder Pressure project through a series of environment art tests and studies. Built and managed environment art for prototype missions for Getting Up: Conten ts Under Pressure project Mentored several junior artists which involved training in our proprietary tool sets and pipelines. Worked with Art Director to design and create environment art for the Wrath: Un leashed project Worked with Art Director to design and create conceptual designs for the Wrath: Unleashed project Built and managed environment art for all arenas and chess boards for the Wrath : Unleashed project. Prepared and created scenes and animations for pre-rendered cinematics for the Wrath: Unleashed project. Assisted Art Director and Production team with outsource asset management. Skills: - Texture map painting - Low poly modeling - Scene management as it pertains to memory usage and frame rate - Baked lighting set up for environments - Maya/3DStudio Max
- Photoshop - Proprietary Level Editor Tool: SlayEd (used to create and manage level art, BS P, logic and scripting for the XBOX and PS2 platforms) - MS Outlook World Fusion Software Costa Mesa, CA 1997 - 2001 Artist * Established art style and goals for unpublished MMORPG project Atriarch * Created conceptual designs for aliens, characters, and environments for unpubl ished MMORPG project Atriarch * Created character models for unpublished MMORPG project Atriarch * Created character animations for unpublished MMORPG project Atriarch * Created creature models for unpublished MMORPG project Atriarch * Created creature animations for unpublished MMORPG project Atriarch * Created environments for unpublished MMORPG project Atriarch * Created pre-rendered cinematics for unpublished MMORPG project Atriarch * Created assets for website for unpublished MMORPG project Atriarch Skills: - Modeling, texture painting, character animation - Lightwave 3D - Photoshop - Adobe Premiere - MS Outlook Education California State University, Long Beach Long Beach, CA Bachelors in Fine Art * Major in General Fine Art, minor in Graphic Design References Serafina Pechan Mobile: 714-815-0058 Email: [email protected] Cordy Rierson [email protected] 425-705-8510