Email–Imhotep2100@gmail.com
Career Objective:To create groundbreaking, highly detailed, memorable 3d characters with a sound anatomical/well designed structure that can be used for animation.
Credits:
● Bellator: MMA Onslaught - 2012 - Character Artist
● Girl Fight (PSN/XBLA) - 2011-2012 - Character Artist
● Supremacy MMA Unrestricted (PS Vita) - 2011 - Character Artist
● Lollipop Chainsaw (Xbox 360/PS3) – 2011 - Character Modeler
● RawK Intel Demo – 2011 - Creature Modeler & texture artist
● Red Dead Redemption (PS3, Xbox 360) – Character Modeler
● Uncharted 2: Among Thieves (PS3) 2009 - Tools & Technology via SCEA
● Killzone2 (PS3) – 2009 – Tools & Technology via SCEA
● Shadows of the Damned (Xbox 360) – 2011 - Object Modeler
● Tiberium (PS3, Xbox 360 – cancelled) – Character Rigger
● Rockstar Presents: “Table Tennis” (Xbox 360) – 2006 – Character Modeler
● Stand Down! (Cellular) – 2007 – Vehicle Modeler
● Rise of Rome (PC) – 2005 – Character Modeler
● Fate (PC) – 2005 – Character Modeler
Experience:
2011-2012
●Sculpted/textured/concepted high resolution characters assets for upcoming PSN/360 title "Girl Fight".
●Sculpted high resolution assets for "Bellator: MMA Onslaught"
●Sculpted high resolution assets for "Supremacy MMA Unrestricted".
2011
Grasshopper Manufacture Inc. - Suginami-ku, Tokyo (contract character/object modeler/facial and body skinning)
●Sculpted/textured high res/low res boss character and weapon for "Lollipop Chainsaw". Prepared character for in game use and skinned the asset.
Confetti Special Effects Inc – San Diego, CA (contract creature modeler/texture artist/concept artist)
●Created concept for/modeled/textured the hero mechanical creature RawK for Confetti’s demo to be shown at the Intel booth during the of GDC 2011
2010
WhiteMoon Dreams – Pasadena, CA(contract 3d artist)
●Sculpted/textured high resolution character and environment assets for an upcoming GenCon demo of “War Machine”
2008-2009
Sony Computer Entertainment America – San Diego, CA (contract modeler/designer)
● Created concepts, models, textures, normal maps, environments, UI and game design elements for SCEA's demo of a new toolset geared to help simplify game design in all of Sony's worldwide studios
● Created character and background concepts for game development pitches
Grasshopper Manufacture Inc. - Suginami-ku, Tokyo (contract object modeler)
● Modeling, UV layout and clean up of high resolution assets for Grasshopper Manufacture Inc.’s upcoming ‘Shadows of the Damned’ collab with Shinji Mikami and EA. Coming out for Xbox 360, PS3, Wii, and PC
Electronic Arts Los Angeles – Los Angeles, CA (contract character rigger)
● Facial Rigging/Body Rigging for in-game Cinematic Lead Characters in Electronic Arts Los Angeles’ upcoming “Tiberium” for Xbox 360 & PS3
2007
MachineWorks Northwest LLC – Atlanta, GAcontract low poly asset creator)
● Modeled and textured level assets for MachineWorks NW LLC "StandDown!" cellular phone game
2005-2008
Rockstar San Diego – Carlsbad, CA (in house character artist)
● Created Models/Textures/Normal Maps/A.O. maps and Rigged many characters in “Red Dead Redemption” for Xbox 360 & PS3
● Modeled, textured, and created hair shader assets for all of the characters in the Xbox 360 release of “Rockstar Presents: Table Tennis”
● Rigged and Normal mapped several of the player characters in the Xbox 360 release of "Rockstar Presents: Table Tennis"
2003-2005
Liquid Development – Portland, OR (contract character artist/object modeler)
● Modeled and Textured Several Characters for Wild Tangent’s "Fate"
● Modeled, Textured, and Rigged a Low Poly Model for Ensemble Studio’s game, Rise of Rome
● Created High Resolution asset for Nike's Digital Athlete Lebron James
● Created High Poly Model to be used as a normal map for Perpetual Entertainment
Computer Experience:
Maya, Zbrush, Adobe Photoshop, Adobe After Effects, Adobe Illustrator, 3d Studio Max, Houdini (modeling and particle simulation), Adobe Premiere
Education:
1999-2003 Savannah College of Art and Design/BFA in Computer Art (cum laude)/GPA 3.61