Timothy Andrew Wilson, Senior Environment Artist wilson@vaporslave.com www.vaporslave.com/game.htm -------------- SUMMARY -------------- I'm a 13 yr. game industry veteran currently living in Austin, Texas. I have leadership experience, a diverse skillset and a wide, practical knowledge of art production. I've shipped games primarily on the major consoles and PC but am keenly interested in mobile and browser-based development. Trained as a cinematographer, I've been an environment artist, level designer, team lead and personnel manager, web designer, desktop publisher, film-maker, painter, writer and illustrator. Intimate with the Unreal Engine since 2000, I've also worked with Lithtech, various Flash implentations and idTech5. For asset creation, I primarily use Adobe’s Creative Suite (i.e. Photoshop, AfterEffects, Flash) Modo and Zbrush - though I’ve worked professionally in Maya, Lightwave, 3dsMax and Mudbox. -------------- EXPERIENCE -------------- (2012-13) VISUAL EFFECTS/WORLD ARTIST RETRO - RETRO STUDIOS; DONKEY KONG:TROPICAL FREEZE ---------------------------------------------------------------------------------------- - Created particle sprites, systems, and meshes in accordance with franchise standards of style and motion. - Collaborated in developing and refining proprietary tools and FX workflow. - Debugged and optimized FX implementations to assist in the development of new proprietary tool-set and render engine. - Assisted in the development of particle and FX features such as debris generation, real-time water dynamics and and sky visualization. - Produced world geometry, textures, surface shaders and interactive props, including the almighty Donkey Kong Barrels. (2010-12) SENIOR WORLD ARTIST - ESCALATION STUDIOS; RAGE MULTIPLAYER, FRIENDS AND ZOMBIES ----------------------------------------------------------------------------------------- - Worked with idTech5 during it's development and assisted in developing an appropriate art pipeline. - Collaborated in the design of co-op and multiplayer themes and assets. - Originated and designed levels for vehicle-optimized multiplayer, including the creation of world geometry, materials and detail shaders. - Produced concept art, models, scenes and materials for various mobile and browser-based games. (2006-10) ENVIRONMENT ART DIRECTOR - GEARBOX SOFTWARE; BORDERLANDS, ALIENS:COLONIAL MARINES, BROTHERS IN ARMS:HELL'S HIGHWAY ---------------------------------------------------------------------------------------------------------------------------- - Led the environment art team on both Borderlands and Aliens: I assigned tasks, supervised production and provided feedback and mentorship when needed. - Collaboratively defined the "concept-art" hand-painted art style and created practical documentation of technique and process. - Worked with Creative Director and department leads to anticipate asset production and maintain consistent styling and performance. - Co-created and sustained a Visual Design department, correcting a lack of communication between Art and Level Design. - Constructed world vignettes and iterative 'template' areas to facilitate rapid level creation. - Produced environment props, modular mesh sets, textures, materials and particle FX, in addition to organizing and maintaining related engine packages. - Reviewed and integrated contributions from outsourcing; collaborated on the generation of style and 'best practice' guides for external talent. (2001-06) - WORLD ARTIST/LEVEL DESIGNER - 3DREALMS; DUKE NUKEM FOREVER ---------------------------------------------------------------------------------------------------------------------------- - Created textures, materials, world models, prop meshes and interactive items. - Propelled art production with the creation of level vignettes, working designers to determine art requirements and fundamental themes. - Created multiplayer levels with an eye toward distinct assets, themes and hooks. - Collaborated in developing a pipe-line for pixel/vertex shaders, normal map generation and dynamic materials. - Participated in developing systems and tool-sets for skeletal animation, material editing, bsp-patch construction, mesh painting and physics simulation. - Provided ongoing Quality Assurance for Apogee funded external projects such as Max Payne and Prey. -------------- RELATED SKILLS -------------- - Extensive experience with Adobe products, including: Flash, Illustrator, Photoshop, Lightbox, Premiere, After Effects, Illustrator and Dreamweaver. - Proven production skill with proprietary game engines and toolsets, including: Build, q3Radiant, Unreal Engine (v1 to 3), idTech5, Lithtech (Jupiter) and several internal, proprietary production suites. - Proficient with css3, html5, javascript, mediawiki and most blogging platforms; the fundamental tenets of web development. - Expert production knowledge of photography, motion picture film, video editing as well as chemical photo-processing and various forms of physical printing. - Desktop and digital publishing experience utilizing Quark and inDesign, including editorial and advertising layouts. - Served as chief writer and assistant editor for Velocity and Vivid magazines, authoring reviews, commentary and feature content. - Enriched by a a parallel 'career' in the plastic arts, with a modest resume of exhibitions, awards and gallery shows. -------------- EDUCATION -------------- B.A. UNIVERSITY OF SOUTH FLORIDA, 1996 - FINE ART, CINEMATOGRAPHY A.A. ST.PETERSBURG COLLEGE, 1994 - INTERDISCIPLINARY PROGRAM