Scott Allan

scottallanart.com

scott@scottallanart.com



E   M   P   L   O   Y   M   E   N   T


Intrepid Studios – San Diego, CA (remote)

Senior Foliage & VFX Artist – March 2022 – Present
TITLES WORKED ON: ASHES OF CREATION (PC)

Senior Foliage Artist:
- Primary foliage artist on Ashes of Creation, created a variety of vegetation assets for many different biomes (forests, desert, etc) using Speedtree, with Maya, Substance, and ZBrush for additional model and PBR material support, for use in the Unreal Engine 5. Did several iterations to accommodate optimization needs and changes to systems like wind, etc.
- Implemented system for chopping down trees, managing collision and cut lines and also made VFX for falling trees.
- Supervised junior employees’ foliage asset creation, selecting species and assigning tasks, giving feedback and critique and advice.

Senior VFX Artist:
- Created VFX to update style and quality of the Player Character visual effects in Ashes of Creation, using Niagara in Unreal Engine 5 and EmberGen for fluid simulations.Implemented VFX assets using Design Data Entry table and blueprints.
- Worked closely with designers, concept artist, and art director to adhere to style and needs of each player skill.
- Offered feedback and support to junior VFX artists on useful techniques and best practices at authoring particle systems and materials, including theory on animation timing, color, and other elements of VFX design.



Amazon Game Studios - Seattle, WA

Visual Effects Artist – January 2020 thru March 2021
TITLES WORKED ON: CRUCIBLE (PC), NEW WORLD (PC)

Created VFX for player and creature skills and abilities using script-based modules in PopcornFX and the Lumberyard engine for two different titles. On Crucible, focused on ranged PvP VFX and player skills. For New World, focused on melee player skill VFX, and NPC VFX of all kinds (AOE, projectile, etc)



Oculus (Facebook) - Seattle, WA

Visual Effects Artist – July 2019 thru January 2020
TITLES WORKED ON: HORIZON (VR)

Created VFX for virtual reality experiences using Unity and Shaderforge for node based shader editing. Focused on optimized content solutions.




ArenaNet - Bellevue, WA

Visual Effects Artist – July 2016 thru February 2019
TITLES WORKED ON: GUILD WARS 2: PATH OF FIRE (PC), GUILD WARS 2: LIVING WORLD (PC), UNANNOUNED MOBILE TITLE (MOBILE)

Created VFX for most of the creature armies in GW2:PoF using Maya and proprietary engine; also created VFX for Living World episodes, including cinematic FX. Created VFX for mobile project using Unity, including hand drawn flipbook animations.




Freelance – Industry Games

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

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



Wayne State University - Detroit, MI - Interdisciplinary Electronic Multimedia



S   K   I   L   L   S

DIGITAL ART: Visual Effects Animation, Shader Authoring, Fluid Simulation, Foliage Creation, Environment Modeling and Texturing, PBR, Lighting, Cinematic Animation, Character Creation/Rigging/Animation, Graphic/UI/UX design, Illustration, Narrative and Dialogue Writing

SOFTWARE: Unreal Engine 5, Niagara, Unity, Maya, 3DSMax, ZBrush, SpeedTree, Substance, EmberGen, FumeFX, Realflow, Shaderforge, After Effects, Photoshop