BRADLEY  W. LEWIS
(Address and phone number available upon request)

Website: www.nonentity.com
Email:
bradley@nonentity.com

OBJECTIVE
To continue creating next generation art and effects for cutting edge video games.

SKILLS
Software: 3DSMax; Photoshop; Unreal3 Engine – Kismet, Cascade, MaterialEditor; XBOX360 Development; Gamebryo; Perforce; Creative problem solving; Outsource, team and asset management; sketch and illustration skills

EXPERIENCE

Midway Studios Austin - Lead&Senior Effects/Environment /Tech Artist            Oct. 2005 – Present
 
Unannounced Title (XBOX360, PC, PS3)

  • Responsible for creation and implementation of vehicles; damage specs and processes, optimization, dynamic and scripted vehicle shaders, and vehicle FX.

  • Working with graphics programmers to create new post effects and environment systems

  • Responsible for all particle and material special effects in game, dynamic weather and time of day systems, skybox and cloud effects.

  • Managed first outsourcing pipeline, establishing best practices and guideline specifications, trained up external outsources in our processes, etc.

  • Teaching UE3 Engine to team members, including materials, kismet, optimization and particles.

  • Material guy - Dynamic, Script controllable and animated shaders, materials and particle effects.

  • Co-wrote the dynamic material instance shifter system which allows any material parameter to be changed over time through script or dynamically through in-game triggers.

  • Responsible for preliminary implementation of UI using Flash and Scaleform

Blacksite – Area 51 (Next Gen XBOX360, PC, PS3) - Midway 2007

  • Dynamic, Script controllable and animated shaders, materials and particle effects.

  • Polished and implemented in-game auto-irising and tone mapping post process effects

  • Responsible for weapon consulting, models and materials, ambient effects, fire and impact effects

  • Did environment prop out work and helped manage outsourcing pipeline


Timegate Studios – Senior Artist                                                                          Jan. 2003 – Sept 2005
 
Section 8 FPS (Next Gen Multiplatform)

  • Responsible for mechanical design, modeling, rigging, unwrapping and texturing vehicles, machinery, weapons, and environment assets. 

  • Was first on team to learn UE3Kismet, UE3Cascade and material editor, then taught rest of team.

  • Prepared animatics of game concepts and produced print pieces for promotional packages.

Axis & Allies RTS (PC) – Atari 2004

  • Responsible for user interface, modeling & texturing vehicle units, terrain and environment, promotional and marketing materials.

  • Managed and delegated bug lists, art troubleshooting and optimization.

  • Responsible for artist orientation, bringing new hires up to speed on engine, processes, standards and practices.  Also taught techniques and tips for general asset creation and polish.

Kohan II Kings of War RTS (PC) – Globalstar 2004

  • Responsible for modeling & texturing terrain and environment.

  • Performed final game level beauty pass and polish after the design team was done.

  • Responsible for ambient environment, weather, water effects.

Digital Tome - Lead Artist                                                                                      Aug. 1999 – May 2002
 
Hero X RPG (PC) – Infogrames 2002

  • Direct and manage art team, processes and practices for efficient production. 

  • Did In-Game Particle special effects

  • Work with design team to polish and flesh out game levels.

Siege of Avalon RPG (PC) – Globalstar 1999

  • Manage art team, design and production of character and environment game art and UI.

  • Developed successful web & print ad campaign and promotional materials.

  • Photoshop and 3DMax scripts for automation of game artwork production and processing.

Iomega Research & Development                                                             Jan. 1999 - Aug. 1999
Freelance Digital Artist                                                                                                         

  • Created, illustrated and animated prototype Iomega products, in house ads for software, etc.

Forest Resources Institute                                                                        June 1998 - Aug. 1999
Freelance Graphics specialist / 3D Animator                                  

  • Produced all 3D animations and visuals for presentations used at FRI.

  • Worked with NASA satellite imagery and topological information to generate 3d terrain.

Spacecam/Airbus                                                                                         Sept. 1998 - May 1999
Freelance 3D Prototype Project   

  • 3D Illustrations of prototype gyro stabilized camera system for presentation to Spacecam, Wescam, Airbus Industrie, Trimble Navigation. Contributed to the design of the gyro-mount. 

EDUCATION

  • Bachelors Degree, Stephen F. Austin State University. Art major, Communications & Marketing minor.