Profile A team player with technical and creative skill sets. Extensive experience in both modeling and animation principles for film as well as games. Ability to quickly learn and adapt to proprietary software and tool sets of game engines. Extensive console and PC development experience and an avid gamer. Software Skills 3D Maya 6 3D Studio Max 6 C.A.T. Tools 1.1 Zbrush 2.0 Mental Ray Brazil 2D Adobe Photoshop 7 Adobe Illustrator 10 Adobe Premiere 6 Combustion 2 Script MEL Maxscript UNIX Windows Professional Work History Assistant Technical Director Matrix Revolutions Escape Entertainment Company, Alameda, CA 07/2003 - 11/2003 * Lighting, set-up and rendering of scenes using proprietary software and mental ray for Maya. * Collaborated with Animators and TDs on camera matching and lighting shots with Maya. * Troubleshoot animation rigs for Catwoman development. CG Artist Halloween House Party Chan Ad Productions, Hayward, CA 04/2003 - 06/2003 * Modeled cg props for use with live action shots as well as lighting and particle effects utilizing Maya. CG Artist Visual Advocacy, San Francisco, CA 10/2002 - 11//2004 * Modeled scenes and created particle effects to present as court and forensics displays utilizing Maya and 3DS Max. 3D Artist Multi-player Online Game for PC There Studios, Menlo Park, CA 03/2001 - 06/2002 * Modeled and UV mapped various in-game objects and building structures with 3DS Max. * Collaborated with other artists in concepting the various looks of the in-game world. * Propagated in-game world with models and terrain objects using proprietary software. * Collaborated with engineers on the best ways of integrating art assets and particle systems and conducted stress tests on game engine. * Researched migration of game assets and art path from 3DS Max to Maya. Professional Work History (continued) Technical Artist / 3D Artist Starwars Starfighter & Jedi Starfighter (PS2 and PC) Lucasarts Entertainment Company, San Rafael, CA 05/2000 - 03/2001 * Modeled and UV mapped vehicles and terrain with 3DS Max 3.1. * Collaborated with game programmers to develop proprietary collision detection. * Modeled vehicles from high poly cut scene models and created levels of detail (LOD). * Rigged and animated in-game models and cut scenes. * Created particle effects for various lasers hits, vehicle and building explosions utilizing proprietary in-game particle system. Technical Artist Behind The Magic 2 for PC Lucasarts Entertainment Company, San Rafael, CA 06/1999 - 05/2000 * Modeled, rigged and animated characters in Softimage for use in-game's UI and cut-scenes * Rendering, lighting and troubleshooting of pre-rendered game cut-scenes. Education Academy of Art College - Animation Courses (2001) San Francisco State University (1994) Graphic Arts with Emphasis on Multi-Media References Available upon request JOHNGABRIEL 3D Artist 1471 California Street Apt. 5 San Francisco, CA 94109 ( 415.793.3401 ( john@zagnut.com