T I M O T H Y A N D R E W W I LS O N M A I L : W I L S O N @ VA P O R S L AV E . C O M
F O L I O : W W W . VA P O R S L AV E . C O M
Experienced with the Unreal Engine since 2000,
I m an industry veteran with team leadership
I've also worked with Lithtech, various Flash
experience, specializing in environment art and
implentations and idTech5.
visual design.
In my work I use Adobe s Creative Suite (i.e.
Formally trained in Fine/Studio Arts, I ve enjoyed
Photoshop, AfterEf fects, Flash) Modo and Zbrush -
a diverse creative career, sopping up a wide
though I ve worked professionally in Lightwave,
knowledge of art production along the way.
3dsMax and Mudbox.
EXPERIENCE
( 2011-2012) freelance Artist & Designer
c reated concepts, models and materials for a nickel and dime projects for print and web, creat-
Flash-based isometric 2d game. ing illustration, motion graphics and 3d sundry.
produced 3d models, materials and textures for spent considerable time pursuing print-making,
several small projects slated for Android and iOS painting and photography, exhibiting and promot-
platforms. ing resultant work.
actively sought and created a whole mess of
( 2010-2011) ESCALATION STUDIOS - WORLD ARTIST & LEVEL DESIGNER
worked with the id Tech 5 engine and assisted in designed and modeled vehicle-optimized compet-
developing an appropriate art pipeline. itive multiplayer maps.
collaborated in the design and creation of created 3d and texture assets for Rage MP and
cooperative multiplayer levels. other internal projects.
( 2006-2010) GEARBOX SOFTWARE - ENVIRONMENT ART DIRECTOR
collaborated in creating the hand-painted constructed level vignettes and template areas to
Borderlands art style and provided practical docu- facilitate rapid level creation .
mentation of technique and process. led the environment art team on both Borderlands
cocreated visual design department to correct a and Aliens: I assigned tasks, supervised production
lack of communication with other departments, par- and provided feedback and mentorship when needed.
icularly Level Design. reviewed and integrated contributions from out-
worked directly with Creative Director to deter- sourcing; collaborated on the generation of style and
mine standards for level styling and art direction. 'best practice' guides for external talent.
contributed props, modular mesh-sets, textures, crafted game design documents for Borderlands
materials and particle FX to Borderlands and Aliens; and to a lesser extent, Aliens: CM.
organized and maintained related engine packages. contributed textures, materials and decorative
worked with the Art Producer and Lead Designer to meshes to other internal projects -- the latter of
determine art needs and production schedules whilst which usually occurring in a climate of great and
maintaining a cheery adherence to the contraints of near-comical panic.
both time and technology.
( 2001-2006) 3D REALMS - ENVIRONMENT ARTIST & LEVEL DESIGNER
created world textures, environment props, inter- actively participated in developing systems for
active meshes and particle ef fects. skeletal animation, material editing, bsp-patch con-
implemented dynamic shader-driven damage states struction, mesh painting and physics simulation.
for most environment assets. provided ongoing Quality Assurance for Apogee
propelled art production with the creation of level funded external projects, i.e. Max Payne and Prey.
vignettes and worked with designers to determine art
requirements and fundamental themes.
E D U C AT I O N
B A, UNIVERSITY OF SOUTH FLORIDA
1996, Cinematography, Fine Art
AA, ST. PETERSBURG COLLEGE
1994, Liberal Arts, Interdisciplinary Program