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Illustrations
Animations
3D Models
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*******.******@*****.***
SUMMARY
Creative, analytical Computer Graphic Artist with expertise in video game and simulation
production. Wealth of experience in the development process of natural and man made
objects and textures as well as particle effects and digital paintings. Successfully
completed contracts, published video games, documented several tutorials and helped refine
software in development. Enjoy the challenge of learning new software and working with
programmers on software development.
TECHNICAL SKILLS
3D Graphic Applications Creator, Maya, 3D Max, Blender
2D Graphic Applications Adobe Photoshop, CrazyBump, ArtRage, Fractal Painter, Particle
Illusion, Anime Studio Pro, FontForge
Simulation/Game Applications Lynx Prime, Terra Vista, AppKit, NaturalMotion
Web Based Applications HTML Kit, Flash MXPROFESSIONAL EXPERIENCE
L-3 Communications, Arlington, TX 2010-Present
Provider of homeland defense products and services.
Contractor, Database Developer,
Build simulation models and textures for various projects.
Maintained the company standards and developed accurate models for the real world
airports.
Animated human and animal characters in Maya and exported the frames to Creator.
Used L-3 audit tool to identify errors and make corrections to an existing library of
models.
Learned from and instructed co-workers about Creator s tools to improve modeling process.
Analyzed the existing models for local areas and created new buildings that are
consistent in quality.
Presagis USA, Richardson, TX 2004-2010
Software developers for modeling and simulation market.
Database Developer,
Built simulation models, textures and particle effects as well as supported engineers in
software development and testing.
Utilized research of real world objects to develop realistic models and textures.
Provided detailed information on defects, features and suggestions to assist programmers
in improving the company s software.
Studied a large array of video references for needed visual effects to help recreate
realistic and impressive particle effects textures and animations.
Drafted the first tutorial for learning Airport Wizard while learning the tool and giving
feed back for improvement.
Created model and texture library of common parts found in many various entities, helping
to reduce time spent making the needed parts from scratch.
Worked directly with customers to produce the needed models to their specifications and
resolve any issues that came up during the project.
Paradigm Entertainment, Carrollton, TX 1998-2004
Video game developers.
XBOX Artist II, 2001-2004
Main artist responsible for creating a port of the PS2 art content into the XBOX.
(2004) Terminator 3: The Redemption (XBOX)
Responsible for producing documentation on the process of porting the PS2 models and
textures to the XBOX and training another employee to utilize the process.
Improved the PS2 models for the XBOX port by creating complex materials with up to 4
layered textures.
(2003) Mission Impossible: Operation Surma (XBOX)
Developed a method for making normal maps with more details than was commonly seen in
XBOX games.
Communicated with PS2 artist to create a plan for making the XBOX ports resulting in more
high resolution textures and better normal maps.
(2002) Terminator: Dawn of Fate (XBOX)
Learned and tested the capabilities of the XBOX to generate a comprehensive plan for how
to make impressive visuals for the port.
Worked closely with the tools group to help test and modify the tools to improve XBOX
performance.
3D Artist, 1998-2001
Created 3D models and textures for levels in the games.
(2001) MX Rider (PS2)
Worked with an artist on prototype for modeling race tracks that would create the most
natural results and wrote a how-to document for team use.
Using video, stadium blueprints and maps, worked closely with a texture artist to build
several MX and SX race tracks quickly and accurately.
(2001) F-1 World Grand Prix III (Nintendo 64, not published)
Analyzed existing models and textures to find ways to improve and tweak them for the
game s sequel.
Took another artist s incomplete draft of race track and brought it up to par with the
other existing models.
(2000) Beetle Adventure Racing II (Nintendo 64, not published)
Researched and worked closely with team to develop fun race tracks.
(
1999) Harrier 2001 (Nintendo 64, not published)
Prototyped various ways of building airports and runways to find the optimal visuals for
high and low elevation view points.
Modeled training site for players to learn basic pilot skills and give the impression of
realism.
Tested several terrain texture methods to find the best visual results for high and low
elevation view points.
EDUCATION / TRAINING
Associate of Applied Arts Computer Animation
The Art Institute of Dallas, Dallas, TX
Studied Computer Aided Design
Eastfield College, Mesquite, TX
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