info- resume
Marshall Womack |
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OBJECTIVE: To secure a challenging position as "Lead Environment Artist" with an
aggressive game development team, that will take full advantage of my talent and ideas, while providing opportunity to acquire new skills and experiences for artistic growth. |
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EXPERIENCE: With over 10 years of experience as a professional artist in the gaming industry, I have contributed to 7 published game titles, ranging from FPS, to RTS, to RPG to Platformer. Currently working as Lead Environment Artist with Twisted Pixel Games. |
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| TWISTED PIXEL GAMES - Austin - CURENT POSITION Lead Environment Artist (Splosion Man, Comic Jumper) Level/Environment Art creation Advanced Material creation Character and Environment Lighting Managed outsourcing efforts and provided art direction Created promotional art and website content |
Austin, Texas (March '09 - current) |
| IN MOTION SOFTWARE - Austin Artist (Various iPhone Games) Sole Artist for multiple projects Character creation and animation Environment Art Creation UI DesignVisual Effects Creation |
Austin, Texas (Dec. '08 - March '09) |
| MIDWAY GAMES - Austin Sub-Lead Environment Artist (unannounced game) (using Unreal3) Level creation and design Art placement and layout Lighting of game levels, post process fx, etc Define quality bar and establish performance metrics Environment Art creation Material creation Scripted in-game events using kismet and matinee |
Austin, Texas (June '08 - Dec. '08) |
MIDWAY GAMES - Austin |
Austin, Texas (June '07- January '08) (Dynamic/pre-baked lighting, fog, motion blur, etc) (breakables, mission objectives, fx, camera shakes) (created prototypes for destruction behaviors) (modeling,mapping/texturing/ material creation) (assisted and instructed artists in art and engine techniques) (art placement in game levels, level polish, optimization) |
MIDWAY GAMES - Chicago |
Chicago, Illinois (Dec.’05-June '07) (scene lighting, mesh placement, overall polish) (instructed other artists in game art creation) (rig, vehicle templates, destruction) (modeling, texturing of centerpiece objects) (modeling, mapping/texturing/materials) (set up of break patterns for env. objects) |
TIMEGATE STUDIOS - Houston |
Sugarland, Texas (Apr.’03- Sept. ‘05) (characters, weapons, vehicles,buildings, objects.) (trained other artists in art creation) (concepts, and implementation of user interfaces) (particle systems, weapons fx, and explosions) (print ad creation, logo design, and web design) (characters, weapons, buildings, vehicles) |
| OS Inc. - Houston Character Artist Modeling, Texturing, Animation UI Design |
Houston, Texas Nov.’02 -Apr.’03 (characters, objects/props) (designed and implemented user interface assets) |
| EXPEDITION GAMES - Houston Lead Character Artist Modeling, Texturing, Animation UI Design |
Houston, Texas May’02-July’02 (characters, creatures, objects, environment) (concept, creation, and implementation interface) |
| AMAZING GAMES - Houston Lead Character Artist (Hero X) Instruction/Training Concepts, Modeling, Texturing, Animation UI Design FX |
Houston, Texas Aug.’01-May’02 (Instructed other artists in character creation) (characters, environment objects) (created and implemented user interface) (created “super powers” for characters) |
| DIGITAL TOME - Houston Artist/Animator (Siege of Avalon) Instruction/Training Modeling, Texturing, Animation FX Promotional Art creation Cinematics |
Houston, Texas Nov.’99-Aug.’01 (trained artists in proprietary tools, art creation) (characters, clothing/armor, weapons, objects) (created “magic spells” and other fx for characters) (created artwork for print ads box covers, web site) (aided in creating high Resolution cinematic movies) |
| EDUCATION: The Art Institute of Houston Associates of Applied Science Degree Major: Computer Animation |
Houston, Texas June 1999 Honors Graduate |
SOFTWARE USED: |
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| Microsoft Word version of resume | |