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RESUME





20+ years in the Video Games Industry

Skills

  • Maya2009-2010:
    • Extensive modeling and UV layout of 3-D environments (Exterior and interior architecture - simple housing to complex architecture, objects from simple furniture to complex machines, landscapes/terrain, trees, rocks etc.).
  • Max 9.0:
    • Basic working knowledge of Max, modeling and UV layout, although usually prefer to work in Maya.
  • ZBrush:
    • Familiar using Zbrush as a texture / illustration tool.
  • Photoshop CS3-CS4:
    • Familiar with creating simple to complex textures to use with 3D environments, using layers, filters, imported textures / images. Familiar with creating color, bump, specular, glow, alpha maps, etc.
  • 2D art skills including:
    • graphic design, illustration, and typography - used mainly in concept work in creature / character illustrations, architecture and objects, written language creation and pictographs / glyphs, and industrial signage.

Work History

  • Petroglyph Games / Las Vegas:
    • 2009 - Present
    • Lead Terrain / Environment / Level Artist - responsible for building terrain levels using Petroglyph proprietary software, Modeling / UVing props in 3DS Max ¿ military hardware, buildings, bridges, trees, etc. Creating textures for the terrain that include normal, specular, ambient occlusion, and color modifier channels.
    • Manage the Environment Team of terrain artists.
  • Electronic Arts - Redwood City Campus:
    • 2008 - 2009 / Contract Basis
    • Dead Space
    • Godfather II (PS3, PC, XBOX 360)
    • 3D Modeling of Environments, props/objects and set dressing, texture painting and layout, UV mapping environments, level polishing (placement of set pieces, color overlays, puzzle elements.
  • Freelance for Fonetic Films:
    • October 2006 - February 2008
    • Concept work for television production pitch.
    • Environments (3D architectural design - temples, ships, high tech dwellings etc. including furniture design), texture work for said models, 2D conceptual sketches of characters and creatures, architecture.
  • Sony Online Entertainment:
    • April 2001 - October 2006
    • EQ2, EQLive expansions - Prophecy Of Ro, Gates Of Discord, Dragons Of Norrath, Depths of Darkhollow, and The Serpents Spine
    • Cash Carnage Chaos for the PSP / PS3 platforms.
    • Environments (3D architectural design - castles, dungeons, temples, dwellings, etc. including furniture design), texture work for said models, 2D conceptual sketches of characters and creatures, architecture, race languages.
  • Surreal Software (Senior Artist/Art Direction):
    • April 1997 - April 2001
    • Drakan: Order of the Flame - a PC title
    • Drakan 2: The Ancients Gates - PS2.
    • 3D architectural design - castles, dungeons, temples, dwellings, etc. including furniture design, texture work for said models, 2D conceptual sketches of NPCs and creatures, architecture, race languages.
    • Art Director for Drakan 2: Ancients Gates.
  • Boss Game Studios:
    • 3 years
    • "Spider" for PS2.
    • Simple 3D Environments, texture work for said models, 2D conceptual sketches of environments.
  • Squaresoft Inc.:
    • 6 months
    • "Secret of Evermore" for the PSOne.
    • 2D Creature design and animations.
  • Westwood Studios Inc:
    • 1 year
    • Disney's "The Lion King" for Super NES.
    • Background art and animations for levels, title screen.
  • Manley & Associates Inc.:
    • 3 years
    • Ninja Gaiden platform port, Fisher Price Farm. Main Street, and Airport Children's titles, Night Creatures for Turbografx16.
    • Background art and animations for levels, title screens, character animations.
  • Synergystic Software:
    • 1 year
    • PC puzzle games in the genre of Fool¿s Errand
    • Background art and animations for levels, title screens, character animations.

    Education

    • Art Institute of Seattle - Associates in Applied Arts Degree / 1989
    • NB: At the time there was virtually no decent computer graphics, even desktop publishing was embryonic. As the video games industry has evolved, so too has my skill sets. Coming from creating simple 2D digital images, to building complex textures in Photoshop, to literally modeling worlds in 3D. The best training has been on the job as the videogames industry has evolved!




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    © 2006 Hans Piwenitzky and respective copyright holders.