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Ben McArdle's Resume

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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





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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