Scott Allan

313.805.2883

scottallanart.com

E   M   P   L   O   Y   M   E   N   T



Freelance – Industry Games

Visual Effects Contractor – January 2016 thru June 2016
TITLES WORKED ON: KINGS AND HEROES (PC)


Freelance contract creating visual effects for a PC MMO RPG; made using Unreal Engine 4, with assets and fluid dynamic simulations created in Maya and Realflow.


Signal Studios - Kirkland, WA

3D Environment, Visual Effects, and Cinematics Artist - May 2012 thru November 2015
TITLES WORKED ON: THE SLEEPING PRINCE (MOBILE), TOY SOLDIERS: WAR CHEST (PS4/XBOX1/PC), GAME OF THE GODS (SLOT), 4 UNANNOUNCED PROJECTS (PS4/XBOX1/PC, OCULUS RIFT, MOBILE, SLOT)

Worked on a multitude of projects on different platforms, in a variety of engines, filling a number of different roles:
- designed and created set pieces and tilesets for the mobile platformer
The Sleeping Prince in Unity; propped and lit majority of 40+ levels; created VFX for the game; wrote script roughed in by designers, as well as subsequent character profiles and other dialogue for marketing.
- created VFX and cinematics for
Toy Soldiers: War Chest in proprietary engine; created original VFX and managed, edited, and optimized droves of old VFX by other artists; storyboarded and animated cinematics in After Effects using concept artist’s illustrations.
- primary artist on the slot machine The Game Of The Gods, made in Unity; designed, modeled, textured, and lit environments; rigged and animated outsourced characters; created VFX and cinematics in After Effects.
- created mesh-based VFX for an
unannounced Oculus Rift game in Unreal; created VFX for an unannounced combat game in Unreal; created stylized environments and VFX for unannounced mobile game; supervised and created assets  for unannounced slot machine.


aboutGolf - Maumee, OH

3D Environment  Artist - May 2010 thru May 2012
TITLES WORKED ON: PGA TOUR SIMULATOR


Modeled and textured buildings, architectural elements, etc using Maya and Crazybump for normal & spec map creation, for use in proprietary engine; used SpeedTree to update vast flora library to next gen quality; worked with QA to fix bugs related to assets, terrain, and course layout; designed and scripted new user interface for simulator in accordance with PGA Tour brand.


Diesel Games - Tempe, AZ

Lead Environment Artist - September 2008 thru August 2009
TITLES WORKED ON: DEPRIVED (PC)


Oversaw visual design of horror game; designed, grey-boxed, and implemented level art, including lighting, and all environment assets (except props); managed quality and integration of assets from team members; engaged in various tasks like character rigging, animation, and cinematics for trailer; helped with aesthetics of many areas of the company, game design, and some writing.


Nintendo Software Technology - Redmond, WA

Environment Artist - June 2006 thru October 2007
TITLES WORKED ON: PROJECT HAMMER (WII), UNANNOUNCED PROJECT (WII)


Created realistic and stylized environment assets for multiple Wii titles; actively involved in environment design and level layout, as well as general meetings for overall game design; created concept illustrations for environment objects, adversaries, and scenarios.



E   D   U   C   A   T   I   O   N


Digipen Institute of Technology - Redmond, WA
3D Art & Animation - September 2004 thru May 2006

Wayne State University - Detroit, MI
Interdisciplinary Electronic Multimedia - September 1998 thru December 2002



S   K   I   L   L   S


DIGITAL ART: Environments, Lighting, Visual Effects Animation, Cinematic Animation, Writing
Character Creation/Rigging/Animation, Graphic/UI/UX design, Illustration

SOFTWARE: Unreal 4.9, Unity 4.5, Maya, 3DS Max, ZBrush, SpeedTree, Crazybump, Photoshop, After Effects