Scott Allan: Environment Artist
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Employment

aboutGolf - Maumee, OH
3D Environment Artist - May 2010 thru present
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 testers to fix bugs related to assets, terrain, and course layout. Concepted and implemented new user interface. Helped with other tasks related to visual development and aesthetic improvement.


Diesel Games - Tempe, AZ
Lead Environment Artist - September 2008 thru August 2009
TITLES WORKED ON: DEPRIVED (PC)

Created realistic high poly, next gen game assets, (including normal, parallax, occlusion maps), constructed level maps from ground up, created lighting schemes, supervised creation and aesthetics of all art assets, as well as managed integration of assets from other team members and gave critiques when necessary. Completed non-environment tasks when necessary, such as character rigging, animation, and cinematics for trailer. Also 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 TITLE (WII)

Created realistic and stylized environment assets for multiple Wii titles, including buildings/architectural elements, flora, aircraft, and ground cover. Used Maya, Photoshop, NintendoWare, and Perforce. 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.


Zombie Studios - Seattle, WA
3D Artist (intern) - January 2006 thru May 2006
TITLES WORKED ON: ROGUE WARRIOR (PC, XBOX360, PS3)

Applied knowledge of 3D modeling and texturing to creating environment assets/props for photorealistic XBox360/PC title. Used 3DS Max, Unreal 3 Engine, and Perforce.




Education

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

Extensive art, animation, and design theory; focusing strongly on traditional drawing skills and the importance of process. Topics covered include: 3D Modeling and Texturing, 2D Animation Principles, Drawing, Painting, Design, Color Theory, Cinematography, Dialogue, Storytelling, more.



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

Focused on general education and creative digital media, as well as traditional drawing and design skills. Topics covered include: Drawing, Design, Digital Video Editing, Motion Graphics, Graphic Design, Art History, more.




Skills

DIGITAL ART
Modeling, Texturing, Rigging/Skinning, Sculpting, 3D and 2D Animation (Character, Effects, Video/Web), Digital Illustration, Graphic Design, User Interface Design & Implementation

TRADITIONAL ART
Detailed Design, Color, and Composition Principles, Human, Animal, Environment, and Still-Life Illustration (Graphite, Charcoal, Pastel, Oil, Acrylic, more), Hand Drawn Animation (Character & Effects), Mural and Interior/Exterior Decorative Painting

SOFTWARE
Maya, 3DS Max, Mudbox, Z-Brush, SpeedTree, Crazybump, Unreal 3, Unity 3D, NintendoWare, Adobe Photoshop, After Effects, Flash, Director, Freehand, Dreamweaver, Corel Painter



REFERENCES & RECOMMENDATION LETTERS AVAILABLE UPON REQUEST