rob
adams ph.
310.633.9118
|
Overview
- Senior-level
environment artist with great problem-solving ability and attention to
detail. Friendly,
able to work well with other artists, programmers, and
management. Plays console and pc games.
Software
- Many years
in Maya, Max, and Photoshop. 1 year with Z-brush.
Employment
July
2000 - present: Naughty Dog
|
Uncharted:
Drake's Fortune PS3
Jak
X: Combat Racing PS2
- Track modeler
- Textures
- Trained new
people
- Helped with tools
r&d
for PS3 title in development
Jak
III PS2
- Environment modeler
- Textures
- Game design
- Trained new
people
Jak
II: Renegade PS2
- Environment
modeler
- Textures
Jak & Daxter:
The Precursor Legacy PS2
- Modeled environments
- Texture mapping
support
| September
1998 - July 2000: Electronic Arts, Canada |
Need
for Speed 5: Porsche Unleashed PC
- Lead
Artist, handled
the custom modeling, texturing, animation, and vertex lighting
of unique moments throughout the tracks
- Trained people from
scratch to model and texture
Need
for Speed 4: High Stakes PS1
- Handled
the custom modeling, texturing, animation, and vertex lighting
of unique moments throughout the tracks
| June
1997 - August 1998: Cyclone Studios |
Bioswarm PS1
- Lead
Artist,
responsible for concepts, models, textures, and LODs for the vehicles,
worlds, and enemies
- Made
the select and title screens
- Hired
a concept artist and an animator, the prior of whom I trained from
scratch to model and texture
| September
1993 - January 1997: Atari Games Corporation (coin-op) |
San
Francisco Rush arcade
- Responsible
for texturing the worlds and cars
- Modeled
large sections of the tracks, as well as special landmark features
like Chinatown, Haight Ashbury, and Market street
- Created
the select screens, high score screen, hud, and game fonts
Metal
Maniax arcade
- Did
textures for most arenas, and 2 cars
- Created
several backgrounds and skies
- Did
many of the effects and sprites, including the sound select screen
Primal
Rage arcade
- Captured,
processed, and cleaned up all animations of the dozen or so human
characters
- Created
the intro movie and title graphics for the promo video
Education
- 1 year
animation apprenticeship with Viewmaster Corporation in Portland,
Oregon
- 6 months
commercial graphics apprenticeship at the Art Farm, Portland, Oregon
- 6 month
video effects and capture internship, Atari Games
- Rapid
Visualization and Basic Industrial Design course, Emily Carr Institute
of Art and Design, Vancouver bc.
Special
skills
My primary
strengths are modeling and texturing for realtime 3d games. I have
a strong background in
technical art, and
have always worked toward the difficult goal of optimization and
aesthetics. I'm
familiar with many of the advantages, constraints, and nuances of
console, arcade, and PC development. I'm always eager to learn
new skills and mentor those around me. I try above all to be an
excellent team member, since a good team as a whole is a lot more
effective than the individuals that make it up.
Other interests
Underwater film making,
video editing, photography, snowboarding,
and mountain biking.
Some
games I'm currently playing or have played this past year: Guitar Hero
II, Gears of War, Okami, Shadow of the Colossus, Half-life 2, Doom
3, Battlefield 3, Call
of duty 2, Dawn of War, Res Evil 4, Company of Heroes...
References
available by request
Resume
Word File