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Resumé : HTML, PDF Full Portfolio (9.9MB ZIP archive) |
Email: ztfowler(at)gmail.com LinkedIn profile | |
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Last updated 5/2/2010 My primary focus is in 3D environment art, although my experience has also covered level design, concept art, and team management. I have a balance of artistic and technical abilities that enables me to not only concept a scene from scratch but also get it running in real time 3D efficiently, and even set it up with scripted events. New programs and techniques come quickly to me and I can work equally well either as part of a highly integrated team or on my own with minimal direction. Additionally, my analytical skills and extensive catalog of played games have greatly developed my understanding of game design. Specialties- Environment and prop concept art- Both organic and hard-surface high-poly 3D modeling - Optimized game-resolution 3D meshes - Photorealistic or painterly textures - Custom shaders / materials (including animation) - Environment lighting SoftwarePhotoshop, 3DS MAX, Zbrush, Unreal Engine 3ExperienceLevel Artist at Firaxis GamesJanuary 2010 - CurrentWorking on unnanounced title.Lead Environment Artist at Ignition FloridaApril 2008 - May 2009 (1 year 2 months)During my time at Ignition I worked on an unannounced sci-fi PC\360\PS3 FPS that used a heavily modified version of Unreal Engine 3. I began as a Texture Artist but was promoted to Lead Environment Artist within two months of starting. My work included:- Management of 7 in-house artists and up to 15 outsourced artists - Working closely with the Art Director on designing, prototyping, populating, and lighting level environments - Creating benchmark-setting assets and accompanying tutorials - Establishing environment art pipelines, naming conventions, technical standards and processes, and asset tracking systems Level Designer at Artificial StudiosMay 2006 – October 2007 (1 year 6 months)While at Artificial I worked on Monster Madness: Battle for Suburbia, a shipped Xbox 360 and PC title that ran on Unreal Engine 3 and was later ported to PS3. My work on this project included:• Level layout, population, and lighting • Environment asset design, modeling and texturing • Level event planning and scripting • Miscellaneous character work such as rigging and animations | ||
| All content copyright © Zachary Fowler 2010. | ||