BEN MCARDLE BEN@MCARDLE3D.COM
3D ARTIST
3304 Barton Creek Blvd. / Austin, Tx 78735 / (512) 680-4309 / http://www.mcardle3d.com
KNOWLEDGE ART CREATION
AND SKILL 3ds Max 8, 2008, 2009, 2010 Adobe Photoshop CS2, CS3, CS4
AREAS Low, Medium, High Polygon Modeling Diffuse, Specular, Opacity, Normal, Bump, and
Modular Asset Creation Emissive Map Creation
Render to Texture (Normal Map/ Ambient - Hand Painted Texturing
Occlusion) - Photo Manipulated Texturing
Polyboost 3.0/Graphite Tools - Tileable Textures
- Mesh Retopoly Zbrush 2, 3, 3.1
- Modeling Tools High Poly mesh creation with Sudivisional Modeling
- UV Tools Organic Modeling and Hard Surface Detailing
UV mapping / Unwrap UVW / Pelt Mapping Zmapper: Normal/Cavity map generation
Rigging/Skinning/Animation Displacement/Bump Map Generation
- Animating world objects Zapplink - Photoshop Texturing through Zbrush
- Animating characters Projection Master
- Biped - Polypainting for texture generation
- CAT 2.5 - Projected detail for faster sculpting
Rendering Transpose Master
- Mental Ray Zscript
- Vray Crazybump
Hair and Fur Diffuse, Specular, Normal, Displacement , and
- Texture Generation Occlusion Map Creation
- Low Poly Hair Creation Additional UV Tools
Cloth Simulation/Generation Deep UV
Phyiscs Based Animation Headus UV Layout
Maxscript
DESIGN
Tools Skills
Unreal Engine 3(Rise of the Argonauts) BSP Brush creation
Unreal Engine 2 (Unreal Tournament 2004) AI scripting
Hammer (Half Life 2) Static Mesh Placement
Radiant (Quake 4) Optimization / Level Streaming
TES Construction Set 1.2 (The Elder Scrolls: Terrain Generation
Oblivion) Texturing
Cryengine 2 (Crysis) Lighting
OPERATING SYSTEMS PROGRAMMING ADDITIONAL SOFTWARE
Windows VB.net Microsoft Office 2003 Suite
2000/XP/Vista VBScript Microsoft Visual Studio.NET 2003, Context
SUSE Linux C++ Microsoft Word, Excel, Access 2003
HLSL Adobe Dreamweaver
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BEN MCARDLE BEN@MCARDLE3D.COM
3D ARTIST
3304 Barton Creek Blvd. / Austin, Tx 78735 / (512) 680-4309 / http://www.mcardle3d.com
EXPERIENCE Rise of the Argonauts – Liquid Entertainment July 2007 - September 2007
3D Artist (Intern)
Modeled, unwrapped, and textured 20+ meshes used in the game
Worked in Unreal Engine 3 including:
o Asset Integration
o Material Creation
o Static Mesh Placement and Terrain creation/blending
Deja Vudu – The Guildhall at SMU October 2007 - February 2008
Environmental Artist/Technical Artist
First person action adventure project developed using Source
Modeled, unwrapped, and textured 20+ meshes used in the game
Created and implemented a time travel Post Process shader
Designed and scripted an environment based puzzle for one of the levels
Boogey Ball - The Guildhall at SMU April 2007 - June 2007
Level Designer/Environmental Artist
Tag-based, third-person shooter prject using Unreal Engine 2
Responsible for the majority of the environmental art assets
Modeled, UV mapped, textured, and imported 50+ meshes for the three levels
Contributed in the level design of “The Graveyard” level
The Guildhall at SMU April 2007 – March 2008
Design Student
Created an Elder Scrolls: Oblivion project, “Reunite the Family”
Created a Text Adventure Game titled “Framed” with a Graphic User Interface and dynamic map
display using Visual Studio C++/MFC
Worked extensively in the Unreal Tournament 2004 editor:
o Created four original deathmatch maps with several custom assets
o Did BSP, texturing, and lighting for all four maps
o Modded several different weapons and pickup items using the WOTgreal editor
Worked extensively in Quake 4 Radiant:
o Created a Quake 4 single player level entitle The Hapanot
o Created Strogg Hunt a Quake 4 adaptaition of Duck Hunt
o Did BSP, texturing, lighting, and scripting for both maps
Worked on an Individual Project and Masters Thesis in Hammer titled The Pier
o Created 20+ static meshes for the level
o Explored the effects of advanced shaders and visuals in multiplayer gameplay
Gnomon School of Visual Effects August 2007 - September 2007
Art Student
Digital Sculpting and Human Anatomy: Studied human anatomy and created a representation of the
male form using 3ds Max 8 and Zbrush 3.1
EDUCATION The Guildhall at Southern Methodist University, Plano, TX May 2008
Master of Interactive Technology in Digital Game Development, Specialization in Level Design with a
Focus in Art
GPA: 3.83
Indiana University, Kelley School of Business, Bloomington, IN May 2005
Bachelor of Science in Business with a Computer Information Systems Major
GPA: 3.19
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