Gilbert Martinez
********@*******.***
OBJECTIVE: An artistic leadership position that challenges my creative, technical, and
managerial skills.
EMPLOYMENT HISTORY:
**/** - ******* ********/Activision Blizzard ART lEAD
Call of Duty: Black Ops 2 (Xbox 360/PS3/PC)
1. Extensive prioritization, collaboration, and negotiation with the Art Directors,
Production, Design, other Art departments, and Graphics Engineers to support the creation
of environments built with high quality art assets delivered in a timely fashion and
performing at or above 60 fps.
2. Scheduling of environment art resources on the Campaign team to achieve milestone
goals for a large number of geographically diverse maps and additional art support for
Strike Force mission content.
3. Evaluate, interview, and hire artists to support the Campaign, Multiplayer, Zombies,
and Cinematics teams.
4. Provide training and mentoring to 17 environment artists across multiple sub-teams on
the project.
5. Coordinate and review outsourcing of environment art assets to an external art group.
6. Establish, document, and enforce standard procedures for completion, delivery, and
communication of new assets.
7. Hands-on creation of assets, 3D prototypes, and technical problem solving for gameplay
and storytelling.
10/10 - 09/11NCsoft/Paragon Studios ART lEAD
City of Heroes Freedom (PC)
1. Provide art direction to all branches of the art team and establish consistent
standards of art production through weekly art reviews, screenshot reviews, screenshot
paint-overs, style guides, and building of 3D prototypes.
2. Coordinate with Strike Team and other Discipline leads on scheduling of artists across
four teams and ensure milestone success by prioritizing art production tasks, sanity-
checking milestone goals, course-correcting artist tasks, and providing scoping guidance.
3. Achieve synergy between the art and design teams by driving communication between
artists and designers and collaborating on visual themes that support gameplay and
storytelling.
4. Build and inspire the City of Heroes art team by evaluating and hiring artists,
providing growth opportunities, and recognizing individual artist contributions through
regular art updates to the studio.
5. Drive innovation at the studio by supporting the City of Heroes content going Free-2-
Play, developing micro-transaction content, and working with the technical art team in the
development of GUI-based art tools.
City of Heroes Issues 19, 19.5, 20, & 20.5 (PC)
1. Created environment art assets, set dressed maps, and lit interiors for the all-new
flooded First Ward city zone and the Devoured Underground Incarnate Trial.
01/06 - 10/10Lucas Arts (LDAC) Environment & Cinematic Artist
Star Wars: The Force Unleashed 2 (Xbox 360/PS3)
1. Worked closely with the engineering teams (Graphics, Engine, and Tools) and the TD
group from Pre-production through Production to test our pipeline, make it more efficient,
and prioritize tools development.
2. Trained and mentored artists both in-house and at Lucas Arts Singapore.
3. Pre-visualized, modeled, textured, lit, animated, and set-dressed highly interactive
environments in the Rebelship and Kamino levels of the game including the demo.
4. Point person for testing and authoring breakables using proprietary DMM simulation
technology.
Central Art Group
1. Provided art support, best practices, and consulting for the studio s art outsourcing
pipeline.
2. Evaluated outsourced level content and provided art and technical feedback to external
projects.
3. Authored hero interiors, exteriors, vehicles, and prop assets for use by external Xbox
and PS3 projects.
Star Wars: The Force Unleashed 1 & the DLC Sith Edition (Xbox 360/PS3)
1. Worked closely with the cinematic team in establishing tools and a pipeline needed to
deliver 52 minutes of pre-rendered cinematics.
2. Lit, captured, and composited various cinematic interior and exterior sequences and
created unique, cinematics-only sets as necessary.
3. Prototyped, modeled, textured, and lit sections of the Tie Factory demo level as well
as Jabba s Dungeon and the Ice Cave Pillars section in the Tatooine and Hoth DLC levels.
4. Created and implemented destructible environment assets, vehicles, and props.
Indiana Jones and the Staff of Kings (Xbox 360/PS3)(Unreleased)
1. Point person for delivering high-resolution modeling, texturing, lighting, and
compositing for a 2-minute cinematic marketing trailer with a small team of artists.
2. Pre-visualized high bar interiors and vehicles for the Istanbul level of the game.
3. Delivered architectural assets, props, and breakables for the San Francisco Cable Car
Chase and Chinatown Back Alley sections of the studio s E3 2006 game-play demo.
6/05 - 12/05Activision (HQ) 2D/3D Artist
1. Responsible for exploring proprietary next-gen art pipelines for environments and
providing art support for Activision studios.
2. Trained and directed a team of artists in environmental modeling and texturing
techniques for an in-house Next Gen Spider-man demo set in a New York city environment.
3. Traveled to Vicarious Visions in New York and provided 3D user interface support on
Tony Hawk's American Sk8land for the Nintendo DS.
08/04 - 05/05Phoenix Online Studios Texture & Lighting Artist
1. Textured and baked lighting on interior and exterior fantasy/adventure environments
for The Silver Lining game which shipped on the Torque PC engine.
2. Textured and baked soft lighting and occlusion on key villain characters.
3. Provided training, documentation, and artistic feedback to 2D and 3D artists across
several continents.
01/04 - 06/04Activision/Treyarch Environment Artist
1. Responsible for modeling architectural assets for vast areas of the Chinatown,
Industrial, and New York-style locations in various states of destruction for the new IP
Dead Rush on the PS2 (unreleased).
2. Worked closely with senior environment artists and game-play programmers in generating
collision, AI path meshes, and occlusion geometry.
SPECIALTIES:
1. Art leadership, cross-disciplinary communication, prioritization, negotiation, and
conflict resolution.
2. Tools, tech, and pipeline development focused on stability, quick iteration, and
quality-of-life enhancements.
3. Cinematic lighting and rendering including high dynamic range, depth of field, ambient
occlusion, VFX set dressing, light-linking, and dynamic, deferred, and baked lighting.
4. Low and high resolution modeling, texturing, and shading.
SHIPPED TITLES:
1. Call of Duty: Black Ops 2 (Xbox 360/PS3) - projected 11/13/2012
2. City of Heroes Issues 19, 19.5, 20, & 20.5
3. Star Wars: The Force Unleashed 2 (Xbox 360/PS3)
4. Star Wars: The Force Unleashed 1: Sith Edition - DLC (Xbox 360/PS3)
5. Star Wars: The Force Unleashed 1 (Xbox 360/PS3)
6. The Silver Lining: Episode 1 (PC)
7. Tony Hawk s American Sk8land (DS)
SOFTWARE EXPERIENCE:
3D: Maya 3DS Max Zbrush Deep Paint XNormal
2D: Photoshop Illustrator Painter Crazy Bump Particle Illusion
Compositing: After Effects Combustion
Other: Perforce DevTrack Jira Excel
EDUCATION:
Otis College of Art and Design (Los Angeles, CA) - B.A. Digital Media
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