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3D Art Generalist / 3D Environment Artist / Technical Artist

Location:
Santa Clara, CA
Posted:
August 10, 2017

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Resume:

ROSS HARRIS

**** ********* ****, 321-***-****

Santa Clara, ac1rll@r.postjobfree.com

CA 95050 http://rharris347.wixsite.com/rhdp

SUMMARY OF QUALIFICATIONS

SOFTWARE SKILLS – Adobe Photoshop, Illustrator, AfterFX, Premiere, Corel Painter, Eyeon Fusion, Perforce, AlienBrain, Game Changer (EA Sports), Autodesk 3DS Max, Maya, Iray, Iray MDL shader language, mental ray, Mudbox, Side Effects Houdini, Pixelogic Zbrush, World Machine, Unity3D, Radiant, Microsoft Word, Excel.

WORK SKILLS – 2d tile-based graphics, 2d sprites and animation, 3d high and low polygon modeling and animation, texture map creation (color, specular, normal, illumination etc), UV mapping, lighting, particle VFX, shader design, collision meshes and tagging, level design, level layout/prototyping/creating, scripting (MEL and Python), pipeline workflow and tool design, video rendering and compositing, webinar, trade show demo, scheduling, training, supervising and mentoring.

PROFESSIONAL EXPERIENCE

NVIDIA Santa Clara, CA. 2015 to present

Iray for MAYA: Workflow Specialist

Designed test plan and test scenes for Iray for MAYA plugin, created demo scenes for marketing and trade shows, recorded tutorial videos and live webinars, demoed the software at tradeshows, designed workflows and best practices, wrote custom MDL shaders, wrote MAYA MEL tools to support plugin.

Mental ray for MAYA: Workflow Specialist

Designed initial test plan outline and test scenes for mental ray for MAYA plugin, created demo scenes for marketing and trade shows, recorded live webinars, demoed the software at tradeshows.

RDPH Games (self employed) Santa Clara, CA. 2014 to 2015

XOR : Designer/Programmer/Artist/Musician (Android)

Created XOR puzzle game for android using Unity3d. Wrote 100% of the C# code (every single line, no 3rd party code included), art, music and design. Self- published onto Google app store and Amazon app store.

ELECTRONIC ARTS (Tiburon) Orlando, FL. 2005 to 2014

MADDEN ‘14 - ‘15: Senior/Lead Environment Artist (PS3, PS4, X360, XBOX ONE)

Led conversion and cleanup of GEN3 assets to new GEN3 and GEN4 Game Changer pipeline. Upgraded GEN3 meshes, textures and materials to new GEN4 titles. Worked closely with domain lead and TA’s to develop tools, shaders, naming conventions and workflows. Wrote many MEL scripts to aid in the task, as well as to error check data. Created environment visual targets for e3 demo. Tasked, mentored and managed TFT through the cycle. Built, textured and UV’d brand new practice facility.

NCAA ‘13: Senior Artist (PS3, X360)

Created and animate NCAA broadcast style real-time 3D animations with 2 other artists. Co-design tools with Technical Artists to aid in the authoring process, as well as personally writing many MEL script tools.

TIGER WOODS ONLINE/PC ‘11/FB GOLF CHALLENGE: Lead Environment Artist (PC/MAC/FACEBOOK)

Worked on initial proof of concept prototype. Evaluated Unity3D as a potential development engine. Designed environment workflows and created MELscripts tools for production and aid conversion. Added extended panoramas to enhance the environment. Responsible for lighting and environment particle VFX. Managed, trained and mentored junior artists to convert and polish courses. Scheduled course development and stayed well in advance of release schedule.

Facebook game based on TWOnline source art, developed simultaneously (and with no additional personnel). Developed workflows and art style to repurpose TWOnline courses by modifying just the materials and textures only to give a more stylized and colorful cartoony look in under a week per course.

NASCAR ‘08 - ’10: Lead Environment Artist (PS3, X360)

‘08 Lead on first 3 years of GEN3 NASCAR game. Uprezed and improved several tracks for ‘08 year game from GEN2 source assets. Created new Vegas track from scratch. Wrote several scripts to aid in environment creation, crowd audio layout, racing line degredation track polygon overlays and common object placement.

‘09 Created new shadow casting geometry and stadium exteriors. Rebuilt Bristol track due to major modifications. Converted Bristol update for PS2 sku, being developed out of house. Created new track, Gilles Villeneuve in Montreal, from basic track layout.

‘10 Created and designed several new fantasy tracks including a small local track and a circular coliseum designed for flat-out racing.

SUPERMAN RETURNS: Lead Environment Artist (PS2, XBOX,X360)

Created road network terrain tiles, elevated highways and railways for Metropolis city environment. Created tool to simplify cube collision creation for buildings.

Lead Environment Artist (on XBOX, PS2) responsible for recreating/converting the 80 square mile city of Metropolis from X360. Redesigned tools and workflow to simplify production and create a WYSIWYG environment in MAYA. Wrote several Mel scripts to help modify, manage and catalog the 10k+ individual buildings in the game environment.

ELECTRONIC ARTS (EARS) Redwood Shores, CA. 2002 to 2005

007:FROM RUSSIA WITH LOVE: Lead Environment Artist (PS2, XBOX,GAMECUBE)

Technical Art Director on Bond6 pre-production project visual target movies, compositing about 50% of the final render.

Lead on multiplayer level team. Built visual and collision geometry; created, designed, textured and vertex lit subway level. Co-designed and built final silo multiplayer map. Repurposed assets for new hedge maze map. Improved art and design of Venice level for E3 demo. Mentored, supervised and trained 2 3D artists on the team to become environment artists

007:EVERYTHING OR NOTHING: Lead Environment Artist (PS2, XBOX,GAMECUBE)

Responsible for supervising pod artists and delivery of pod levels, as well as the E3 demo. Created level geometry in EA Radiant, as well as setting up particle FX’s, triggers, realtime-physics gags, damageable/destructible objects and other miscellaneous level-polish items. Additional level design and enhancements. Wrote all shaders for our content team to push the visual quality, including the holographic training and arcade mini-levels. Helped the sole FX artist by creating, implementing and integrating additional particle FX. Created a library of global lens flare elements and glows.

007:NIGHTFIRE: Environment Artist (PS2, XBOX,GAMECUBE)

Took level from concept tests all the way to final polish. Kept level and asset development on track despite being sole artist for most of the development cycle, late development of game engine and major design changes. Only level created at EARS to make it into final game.

CRYSTAL DYNAMICS Menlo Park, CA. 1998 to 2002

LEGACY OF KANE: BLOOD OMEN 2: VFX Artist (PS2, XBOX,GAMECUBE)

Created 50% of the particle VFX in game.

MAD DASH: Senior Environment Artist (XBOX)

Built, textured, zoned, vertex lit, animated and co-designed Biotech levels (and associated objects) for Mad Dash Racing. Created most particle vfx for the game. Helped design shader tech to allow materials to access the full set of features in the XBOX video card.

WALT DISNEY WORLD MAGICAL RACING: Senior Environment Artist (PSX, DREAMCAST, GB COLOR)

Sent to take reference video at the WDW theme parks in Florida. Designed, built, textured, zoned and vertex lit Haunted Mansion level (and associated objects). Polished, zoned and added additional objects to 2 other levels. Created all pre-rendered 2d sprite pickups for game.

LEGACY OF KAIN:SOUL REAVER: Lighting Artist (PSX, DREAMCAST)

Vertex lit several environments while in-between projects.

GEX 3: Senior Environment Artist (PSX)

Designed, built, textured and vertex lit 3 levels (and associated objects). Created modeling/texturing technique to reuse existing culling and background technology as an environment level-of-detail system to avoid visual distance culling. Collaborated to design flexible realtime environment, shininess and pseudo-refraction mapping shader effects.

SONY OF AMERICA (989 Studios) Foster City, CA. 1997 to 1998

WARHAWK 2: Lead Artist (PSX)

Responsible for building up and supervising art team. Designed workflow and techniques to create terrain models based on a (low poly and texture count, vertex-lit, regular grid) height map. Built, designed and textured lead aircraft, enemy vehicles, several environments and 3D realtime UI.

SEGA OF AMERICA (STI Sega Technical Institute) Redwood Shores, CA. 1994 to 1997

SONIC XTREME: Lead Artist (SEGA SATURN)

Supervised art team. Created and animated definitive 3D models of Sonic, Amy-Rose and Tails characters. Modeled and animated most enemies. Converted and cleaned up rendered animations to 2d 16-color sprites.

COMIX ZONE: Artist (SEGA GENESIS)

Joined during the development of Comic Zone. Scanned, cleaned up and polished hand drawn and animated character sprites. Scanned and colorized presentation screens.

EDUCATION

Bachelor of Science (with honors) in Geology St Andrews University, St Andrews, UK.



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