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.