Big Ape Productions Inc
Document Sample


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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