Scott Allan: Environment Artist
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Employment

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

Modeled and textured buildings, environment props, and flora for use in proprietary engine. Updated old library of trees and plants in SpeedTree. Worked with testers to fix bugs related to assets, terrain, and course layout. Designed and implemented new user interface (art & scripting). Created concept illustrations to pitch ideas to clients or visually explain necessary graphic enhancements to engineers.


Diesel Games
Lead Environment Artist - October 2008 thru July 2009
TITLES WORKED ON: DEPRIVED (PC)

Oversaw art direction on project. Created assets for survival horror style, grey boxed level layouts and fleshed out using supplied concept art, supervised creation and aesthetics of all art assets, managed integration of assets from other team members and gave critiques. Completed non-environment tasks, such as cinematics, animation, rigging, gameplay/story design, and writing.


Nintendo Software Technology
Environment Artist - July 2006 thru September 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. Created concept illustrations for environment objects, adversaries, and scenarios. Involved in environment/level/game design.


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

Applied knowledge of 3D modeling and texturing to creating environment assets/props for FPS title. Learned basics of importing assets, setting up shaders, and placing objects in the Unreal Engine.




Education

Digipen Institute of Technology
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
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

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

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



REFERENCES & RECOMMENDATION LETTERS AVAILABLE UPON REQUEST