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Developer Software

Location:
Los Angeles, CA
Posted:
November 03, 2013

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Resume:

Larry Vallely

Environment Artist / World Builder / Tech Artist

970-***-****

acaod4@r.postjobfree.com

http://www.chaoticenigma.com

TITLES BROUGHT TO MARKET:

(Unreleased) Marquee World: PC / Tablet / Mobile by Marquee

Productions.

(Unreleased) Dark Millennium Online: PC MMO by Vigil Games

Darksiders 2: Xbox360, PS3 and WiiU by Vigil Games

(Unreleased) unannounced iOS side scrolling shooter by Nuclei Games

4 developed titles on the following platforms ( MMO, PC, iOS, Xbox

360, PS3, WiiU

. Ability to rapidly shift job rolls from Art, World Building and

Tech Art

TECHNICAL SKILLS:

. Game Engine Software: Unreal Engine, Unity Engine, Oblivion

Engine.

. Modeling / Texturing Software: Adobe Photoshop, 3DS Max, Maya,

Zbrush, Mudbox, 3D Coat, Corel Painter, UVLayout, Crazybump,

Quixel NDO & DDO, Xnormal, Renderman, Mental Ray.

. Broadcast Graphics: Adobe Premiere, Adobe After Effects, Red Giant

Suite, Nuke.

. Tech Art / Scripting: Perforce, HTML, Mel, CSS, Kismet scripting,

Shader Building, Asset Integration, Performance, and Pipeline

Building.

PROFESSIONAL EXPERIENCE:

Lead Environment Artist / Lead World Builder: Marquee Productions May

2012 - Aug 2013

Marquee Productions is the first developer of the next generation in fully

interactive music and entertainment platform.

. Worked directly with the Art Director to execute his vision and

managed the asset integration of the team into the world.

. Modeled and Textured assets in Marquee World.

. Developed a Master Shader system which offers a wide variety of

artist tweaking tools while maintaining a low instruction

overhead including: Diffuse / Specular / Engine Generated

Specular / Normal / Detail Normal / UV offset / Reflection /

Height Map / Emissive Animations / Texture Blending / Custom UV

Tiling.

. Advanced Shader Building: Custom Timed Animated Flipbooks,

Shader to Composite Green Screen Footage in Real-Time, Reactive

Reflections without Real-Time Reflection Instruction Count, and

Crowd Simulations Based on Animated Textures.

. Handled all the Lighting, Level Loading, Performance Profiling

and Prepping Builds for Investor Demos and Milestone Releases.

. Handled the migration of a Unity sketch to an Unreal game.

. Built Kismet and Unreal Material pipeline to create a Reactive

Light show for Virtual Concerts.

Environment Artist / World Builder: Vigil Games Jun 2011 to

April 2012

Vigil Games is developer of Console and MMO games, known for the Award

Winning Darksiders franchise.

Warhammer 40,000 - PC MMO / Darksiders 2 - Xbox 360, PS3, WiiU

. Developed visual targets and key rooms for levels in proprietary

engine software.

. Carried visual targets throughout 12 MMO instances by propping,

lighting, and VFX.

. Developed the new gold standard for the instance art style.

. Modeled and textured assets to be used by world builders.

. Worked closely with design on level layout and performance

constraints.

. Developed prefabs for rapid level development in the MMO.

. Profiled and fixed memory spikes and optimized game to run within

performance parameters.

. Fixed collision and cell / culled load regions for performance.

Environment / VFX Artist: Nuclei Games Feb 2011 -

Aug 2011

Indy iOS developer in Miami

Unannounced iOS title:

. Developed VFX, shaders and texture maps for an upcoming iOS side

scrolling shooter in UDK

EDUCATION:

BFA in Game Art and Design, Ringling College, Sarasota, Fl 34234

. Senior thesis received Best of Ringling Award and Juried Award by

Keith Self-Ballard of Volition Games



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