Larry Vallely
Environment Artist / World Builder / Tech Artist
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