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Support City

Location:
Singapore
Posted:
October 03, 2012

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Resume:

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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