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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)
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Responsible for
creation and implementation of vehicles; damage specs and processes,
optimization, dynamic and scripted vehicle shaders, and vehicle FX.
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Working with graphics programmers to create new
post effects and environment systems
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Responsible for all
particle and material special effects in game, dynamic weather and time
of day systems, skybox and cloud effects.
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Managed first outsourcing pipeline, establishing
best practices and guideline specifications, trained up external
outsources in our processes, etc.
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Teaching UE3 Engine to team members, including
materials, kismet, optimization and particles.
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Material guy -
Dynamic, Script
controllable and animated shaders, materials and particle effects.
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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.
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Responsible for
preliminary implementation of UI using Flash and Scaleform
Blacksite – Area 51
(Next Gen XBOX360, PC, PS3) - Midway 2007
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Dynamic,
Script controllable and
animated shaders, materials and particle effects.
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Polished and implemented in-game auto-irising and
tone mapping post process effects
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Responsible for weapon consulting, models and
materials, ambient effects, fire and impact effects
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Did environment prop out work and helped manage
outsourcing pipeline
Timegate Studios – Senior
Artist
Jan. 2003 – Sept 2005
Section 8 FPS (Next Gen Multiplatform)
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Responsible for mechanical design, modeling,
rigging, unwrapping and texturing vehicles, machinery, weapons, and
environment assets.
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Was first on team to learn UE3Kismet, UE3Cascade
and material editor, then taught rest of team.
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Prepared animatics of game concepts and produced
print pieces for promotional packages.
Axis & Allies RTS (PC)
– Atari 2004
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Responsible for user interface, modeling &
texturing vehicle units, terrain and environment, promotional and
marketing materials.
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Managed and delegated bug lists, art
troubleshooting and optimization.
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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
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Responsible for modeling & texturing terrain and
environment.
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Performed final game level beauty pass and polish
after the design team was done.
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Responsible for ambient environment, weather,
water effects.
Digital Tome - Lead
Artist
Aug. 1999 – May 2002
Hero X RPG (PC) – Infogrames 2002
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Direct and manage art team, processes and
practices for efficient production.
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Did In-Game Particle special effects
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Work with design team to polish and flesh out
game levels.
Siege of Avalon RPG
(PC) – Globalstar 1999
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Manage art team, design and production of
character and environment game art and UI.
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Developed successful web & print ad campaign and
promotional materials.
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Photoshop and 3DMax scripts for automation of
game artwork production and processing.
Iomega
Research & Development
Jan. 1999 -
Aug. 1999
Freelance Digital Artist
Forest
Resources Institute
June 1998 - Aug. 1999
Freelance Graphics specialist / 3D Animator
Spacecam/Airbus
Sept.
1998 - May 1999
Freelance 3D Prototype Project
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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
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