Timothy Justus Wall
timjwall@gmail.com
- Objective:
To find a position that would allow me to create entertaining works of art, that not only push the boundaries of computer graphics further, but innovate and create unique scenarios never before seen.
- Education:
Associate of Science Degree in Computer Animation, 2005
Full Sail University, Winter Park, Florida
- Professional Experience:
Blind Wink Games | Environment Artist
2010 - Current
Swordplay Games | Freelance Environment Artist
2009 - 2010
- Worked on an unreleased third-person melee action game that used Unreal Engine 3.
- Set dressed and lit portions of levels, created props using Maya, Photoshop and Zbrush.
- Manage and constructed destructible assets and implementation for melee combat using UE3's fractured mesh system.
East Coast Games Inc. | Freelance Environment Artist
2008 - 2009
- Used Maya to model and UV 23 individual RTS style base structures.
- Created high resolution models in Maya and Mudbox for normal map creation.
- Textured models using Photoshop.
Spark Unlimited | Environment Artist
2006 - 2008
- Worked on the retail, Unreal Engine 3 powered Legendary for Xbox 360, PC and PS3.
- Implemented props and lit two complete multiplayer levels, polished and optimized two others.
- Dressing, set piece creation and first pass lighting, as well as collision passes and optimization for four Singleplayer episodes.
- Prop and texture creation using Maya and Photoshop.
- Constructed materials using normal maps, diffuses, speculars and cube-maps.
- Software Experience:
Autodesk Maya (5+ Years Experience)
- Created polygon models of Props, Environments and Vehicles. UV Mapped and textured polygon models. Created high-resolution models to be converted into normal maps.
Unreal Engine 2 (2 Years Experience)
- Designed and built custom levels for multiplayer stealth games that were well received and considered among the most balanced custom maps.
Unreal Engine 3 (3+ Years Experience)
- Designed, dressed and lit complete multiplayer levels and sections of single player levels.
- Constructed and edited materials.
- Optimized levels, props and textures to achieve higher frame rates.
- Scripted kismet sequences for environmental events and player interaction.
Adobe Photoshop (5+ Years Experience)
- Constructed textures for props including diffuse, specular, normal and height maps.
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