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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 high production value artwork for cutting edge games of all platforms.
SKILLS
Software: 3DSMax; Photoshop; iPhone Development; idTech5 - materials, particle editor, worldbuilder; Unreal3 Engine – Kismet, Cascade,
MaterialEditor; XBOX360 Development; Gamebryo; AlienBrain; Perforce; Creative problem
solving; Outsource, team and asset management; sketch and illustration
skills
EXPERIENCE |
BioWare Austin
- Lead Visual Effects Artist |
April 2010 to present |
Star Wars: The Old Republic
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InMotion Software
- Art Director |
March 2009 to April 2010 |
iPhone and iPod Touch games - (Trinitower, PocketDyno, DungeonDefense, I Dig It, I Dig It Expeditions, Catacombs)
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Sole Artist on team, responsible for all the pixels
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Worked closely with programming to ensure best possible experience for our titles
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id Software
- Effects/Environment Artist |
September 2008 – March 2009 |
Doom4 (Multiplatform)
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Responsible for
creation of all visual effects including weapon shoot and impact, animated model effects, etc.
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Created environment assets and worked on prototype team to build out environments including propping and lighting
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Created first-person assets including grenades, devices for player, other hardsurface models, etc.
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Advised on weapon design, balance and construction
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Midway Studios Austin
- Lead and Senior Effects/Environment /Tech Artist |
Oct. 2005 – Aug. 2008 |
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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Worked 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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Taught UE3 Engine to team members, including
materials, kismet, optimization and particles
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Materials and Shaders -
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
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Timegate Studios – Senior
Artist
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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 and
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 and 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
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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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Worked with design team to polish and flesh out
game levels
Siege of Avalon RPG
(PC) – Globalstar 1999
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Managed 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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Wrote Photoshop and 3DMax scripts for automation of
game artwork production and processing
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EDUCATION
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