Post Job Free
Sign in

Design Software

Location:
Peabody, MA
Posted:
November 18, 2012

Contact this candidate

Resume:

November **, ****

Eric Chadwick 978-***-**** (cell) abppbo@r.postjobfree.com http://ericchadwick.com

Summary

I have extensive experience in 3D game development, plus a strong traditional art background.

I love working with teams, finding solutions to difficult art problems, and creating exceptional artwork.

Skills

Creating high-quality 2D and 3D artwork for real-time 3D games.

Developing art pipelines for PC, consoles, and mobile; creating shaders; directing motion capture.

Directing teams, developing schedules and budgets, training artists in new techniques.

Writing and moderating a popular wiki for game artists, see http://wiki.polycount.net

Software: 3ds Max, Maya, Photoshop, ZBrush, Shader FX, Unity3D, Unreal, constantly testing new software.

Experience

November 2010 Stomp Games, Tencent Boston Senior World Builder

to November 2012

(2 years) Shipped "Robot Rising" Unity3D browser game on Facebook: lighting and palettes, level design & population.

MMO worldbuilding: level design, terrain sculpting, texturing, lighting, water, foliage, skies and fx, detailing.

Worked with graphics programmers to implement HDR lighting, improve tool features, and design shaders.

Taught best art practices, created art tutorials and wikis, mentored both in-house and Chinese art teams.

October 2008 Blue Fang Games Lead Technical Artist, Senior Artist

to January 2010

(11/4 years) Shipped "World of Zoo" for PC and Wii. Led two Tech Artists, fixed their deep communication problems with the

team. Led team of six Environment Artists. Designed and created 3D environments. Created physics setups,

optimized assets for performance. Defined art limits, reviewed outside contractors, taught best practices to junior

artists, documented the art pipeline. Worked with engineers to implement rendering features, shaders, and

gameplay logic.

August 2001 Whatif Productions LLC Lead Artist

to August 2008

(7 years) Shipped three PC games for the U.S. Navy. Led two artists. Designed, modeled, textured, lit, and animated both

real-time 3D and pre-rendered high-res 3D art. Created tech demonstrations and user interfaces. Edited video for

DVDs and streaming. Created extensive internal wiki for the art pipeline.

December 1991 Mondo Media Art Director, Lead Artist

to June 2001

(91/2 years) Directed teams up to fifteen artists and programmers, hired art talent, managed outside contractors, developed

schedules and budgets. Created concept art, modeled, textured, animated, and created effects. Researched,

designed and implemented art production pipelines. Documented art technical constraints for clients' rendering

engines. Organized and directed motion capture sessions. Trained and mentored art staff in new techniques.

Games (partial list):

Aladdin and the Fate of Agrabah (with Disney Interactive)

Blade Runner (with Westwood Studios)

Interstate '76 (with Activision)

Mechwarrior 3 (with Hasbro/Microprose)

Need For Speed: Motor City (with Electronic Arts, Seattle)

Rebel Assault II (with LucasArts)

Star Fleet Command II (with Interplay)

The Daedalus Encounter (internal project)

Zork: Nemesis (with Activision)

Education

1988 Rhode Island School of Design Bachelor of Fine Arts, Illustration

to 1991 Drawing, painting, photography, sculpture.

Reinstated "Anatomy and Art" course with Chairman of Morphology at Brown University Medical School.

Final year in Rome with European Honors Program.



Contact this candidate