Big Ape Productions Inc

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							Jareth "Doc" McBrehon
Aka: Jareth "Doc" Modisette

EXPERIENCE:
Activision / Toys for Bob               July 2005, current
Yet to be Announced Title for Nintendo Wii and X-Box 360
Environmental Artist May 2005, current
Responsible for the construction of objects and the art conversion for the Nintendo Wii. Duties include:
 Modeling and textureing environmental assets
 Coordinating with a lead artist to maintain the look and feel of real world locations.
 Stand-By "Firefighter". Coordinating with the team to help solve issues and problems as they arise.
 Coordinating with the design team to best prepare the objects for interactivity.
 Creating three levels of detail for each environmental asset and prepareing them for the engine.
 Coordinating with the programming department for the development of tools for the Nintendo Wii conversion
    of assets.
 Developing a production prosess for the conversion of assets for the Nintendo Wii.
 Modeling and Textureing backgrounds for Mini-Games.

Tony Hawks Downhill Jam for Nintindo Wii
Environmental Artist August 2003, May 2005
Responsible for the beautification of the environments. Duties include:
 Modeled and textureing environmental assets
 Coordinated with a lead artist to maintain the look and feel of real world locations.
 Set a first pass at lighting each level


Liquid Entertainment                  June 2003, May 2005
Dragonshard for PC
Lead Environmental Artist August 2003, May 2005
Responsible for the beautification of the environments. Duties include:
 Modeled and textureing environmental assets
 Designed and creating the terrain tiles for the five environments
 Set the parameters of each level
 Lit each level
 Coordinated with programming and design to maintain the levels mechanical integrity.
 Coordinated with programming and design in the creation and placement of mission specific assets
 Created of special effects for the environments

War of the Ring for PC
Aditional Art June 2003, August 2003
Responsibilities included:
 Modeled and texture mapped assets for the enviroment.


Contract Work              April 2002, May 2002
Defender for Game Boy Advance
Background Artist
Responsibilities included:
 Created a detailed background with 4 levels of Paralaxing.
 Coordinated with lead artist in breaking down the background into tiles.

Big Ape Productions Inc.                 May 2001, July 2002
Celebrity Deathmatch for PS2
Lead Level Designer for Celebrity Deathmatch April 2002, July 2002
Responsibilities included:
 Maintainined a consistent Environment for CDM.
 Managed and trained artists in the generation of new levels, while overseeing the design.
 Implemented Intrinsic’s Alchemy Engine within 3DS Max and experimentied with its toolset for faster
    framerate and performance within the game engine.
 Coordinated with programmers to ensure the cohesion between art assets and the game engine
 Coordinated with game designers and programmers to develop a fully 3-D front-end UI

Level Designer May 2001, April 2002
Responsibilities included:
 Modeled, texture creation/mapping, and lighting of CDM wrestling rings
 Coordinated closely with the CDM level team to design and develop the look and function of the CDM
    wrestling rings

Presage Software           May 1997, January 1999
Project: Lode Runner 2 for PC
Lead Level Designer
Responsibilities included:
 Trained and managed new hires on use of LR2 level editor and development of the puzzles.
 Acted as a consultant on game mechanics
 Provided written content and consulting for LR2 webpage.
 Added additional editing of LR2 and LR2 Editor manuals
 Prepared screenshots for game interface

Project: Dark Covenant (original game design) for PC
 Lead the design of this original game concept, including: character design, concepts, story development,
    gameplay mechanics, and written design documents.

Project: Martain the Everlasting (original game design) for PC
 Lead the design of this original game concept, including: character design, concepts, story development,
    gameplay mechanics, written design documents, and extensive storyboards.

Project: Sim Castle for PC
Texture Mapper/Production Artist
Responsibilities included:
 Created texture maps for 3d models
 Provided concept sketches of architecture for 3D modelers
 Provided 2d touchups and end processing to final art assets

Other Duties at Presage:
 Beta-testing for Lode Runner 2, Madeline First & Second Grade Reading, and Rocket’s Secret Invitation.

KNOWN SOFTWARE TOOLS:
Game Editors:
 All 3 Editors for the Marathon Series by Bungie
 Unreal Edit for the Unreal game by Epic Games
 TES Construction Kit for Morrowind/Oblivion by Bethesda Software Inc.
 DugeonSeige Editor for DugeonSeige by Gas Powered Games
   Verious others

Standard Software:
 3DS Max 7
   Maya 8
   Photoshop CS3
   Brain

ADDITIONAL EXPERIENCE:
ontherail.com September 2000, May 2001
Responsibilities included:
 HTML hand coder for all daily updates and features
 Altered PearlScripts for the implementation of HTML forms as needed
 Reformatted and rewrote the daily press releases
 Corrected of any complications within the OnTheRail.com website

Computer Arts Institute Winter Semester 1998, Spring Semester 2000
   Developed an original course in the creation of textures for advanced 3D students.
   Instructed students

RELEVANT COURSEWORK:
Academy of Art College
 Computer Game Design

SF State University
Courses in traditional, stop-motion, and digital animation

Computer Arts Institute
 3D modeling and animation
 Digital Sound Editing
 Storyboarding
 Digital Video Editing
 Photoshop for 3D Animators
 Interface Design


REFERENCES
Available upon Request

						
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