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Email: ztfowler(at)gmail.com
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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

Software

Photoshop, 3DS MAX, Zbrush, Unreal Engine 3

Experience


Level Artist at Firaxis Games

January 2010 - Current

Working on unnanounced title.


Lead Environment Artist at Ignition Florida

April 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 Studios

May 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