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Eric Chadwick 339 Oak Hill Circle Concord, MA 01742 (978) 495-0475 er.cchadw.ck@gmail.com http://ericchadwick.com |
Print:
July 19, 2010
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Summary |
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Seeking a full-time position as Lead Technical Artist or Technical Art Director. Excellent mix of artistic
vision, technical skill, and management acumen. 18 years experience shipping games in various lead art roles. |
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Skills |
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• • • Software: |
Experience directing teams of artists and programmers, hiring art talent, managing outside contractors,
developing and maintaining schedules and budgets, training and mentoring artists in new techniques. Researching and developing art tools and pipelines for PC, consoles, and mobile; creating high-level shaders; documenting art technical constraints; organizing and directing motion capture sessions. Writing and moderating a wiki tailored to game artists, see http://wiki.polycount.net/Normal_Map 3ds Max (expert), Maya (familiar), Photoshop, ZBrush, Sony Vegas, ImageMagick, Shader FX, Bugzilla/DevTrack, Perforce/SVN, video compression, DVD authoring, constantly testing new software. |
| Experience |
| 2.2010 - present | (various) | Freelance 3D Artist |
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Designing and creating 3D assets for various clients. |
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| 10.2008 - 1.2010 | Blue Fang Games | Lead Technical Artist, Senior Artist |
| (11/4 years) |
Shipped "World of Zoo" for PC and Wii. Led two Tech Artists, fixing deep communication problems
with the rest of the studio. Led team of six Environment Artists. Personally designed and created environments.
Created physics setups, optimized assets for performance. Reviewed outside contractors, defined art limits,
taught best practices to junior artists, and refined tool documentation. Worked with engineers to implement rendering features, shaders, and gameplay logic. |
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| 8.2001 - 8.2008 | Whatif Productions LLC | Lead Artist |
| (7 years) |
Shipped three PC games for the U.S. Navy. Led two artists.
Designed, modeled, textured, lit, and animated both real-time 3D and pre-rendered high-res 3D art.
Created tech demonstrations and designed user interfaces. Designed and edited videos and DVDs.
Created and maintained extensive internal wiki for the art pipeline. |
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| 12.1991 - 6.2001 | Mondo Media | |
| (91/2 years) |
All of the projects listed below were done while employed at Mondo
Media. The company was a game graphics production house, working with
many of the leading game developers and publishers. |
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| 3.2000 - 6.2001 |
Research & Development Mondo Media |
Senior 3D Engineer Client: internal development |
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Researched real-time 3D web tools. Designed conversion processes from Flash to streaming video.
Created specifications for broadcast-quality video production.
Designed streaming video web pages, created extensive documentation, trained other engineers for video production. |
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| 1.2000 - 3.2000 |
"Star Fleet Command II" Mondo Media |
Senior Artist Client: Interplay |
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Created concepts, modeled, and textured real-time 3D ships. Solved project communication problems by refining
and documenting art technical constraints. |
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| 7.1999 - 10.1999 |
"Need For Speed: Motor City" Mondo Media |
Lead Artist Client: Electronic Arts |
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Directed eleven artists and outside contractors in creating thirty-eight real-time 3D car interiors.
Worked with programmers to refine and document art technical
constraints. Personally modeled and textured two car interiors. |
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| 12.1998 - 8.1999 |
"Mechwarrior 3" Mondo Media |
Lead Artist Client: Hasbro Interactive |
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Rescued project by taking over failing schedule from previous
director. Directed fifteen artists in creating three-minute pre-rendered intro
cinematic. Directed contractors in adding special effects for TV
commercial and theatrical trailer. Directed and created images for
print advertising, game handbooks, point-of-purchase displays, game box
covers, and bus wrap for E3 1999. |
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| 4.1998 - 10.1999 |
"Hockey '99" Mondo Media |
Lead Artist Client: Spectacular Games Publishing |
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Directed six artists in creating real-time 3D characters, real-time 3D
environments, and interfaces for hockey game. Personally designed and created
models and textures. Organized and directed motion capture with
Industrial Light & Magic mocap unit and NHL players. Fine-tuned
motion-capture application process. Worked with programming teams to
develop art tools and fine-tune assets in the engine. |
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| 6.1996 - 7.1997 |
"Aladdin and the Fate of Agrabah" Mondo Media |
Lead Artist Client: Disney Interactive |
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Directed ten artists in modeling, texturing and animating of real-time
3D game environments. Personally designed and created real-time 3D
environments. Developed art technical documents with programming teams.
Helped design art production tools, fine-tuned game artwork in the
engine. |
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| 6.1996 - 8.1996 |
"Blade Runner" Mondo Media |
Senior Artist Client: Westwood Studios |
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Directed eight artists in modeling, texturing, lighting, and animation
of pre-rendered 3D game environments. Personally created textures and effects.
Transitioned project from 3D Studio 4 to 3D Studio Max. |
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| 4.1996 - 5.1996 |
"Interstate '76" Mondo Media |
Senior Artist Client: Activision |
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Modeled, textured and animated low-resolution characters and
environments. Created pre-rendered cinematics designed to look as if
they were rendered by the game’s real-time 3D engine. |
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| 11.1995 - 4.1996 |
"Zork: Nemesis" Mondo Media |
Senior Artist, Senior Animator Client: Activision |
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Modeled, textured, lit and animated high-resolution 3D cinematics, game
environments, sprites and special effects. Assisted other artists with
artistic decisions and technical solutions. |
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| 1.1995 - 7.1995 |
"Rebel Assault II" Mondo Media |
Lead Artist, Senior Animator Client: LucasArts Entertainment Co. |
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Directed six artists in creating high-resolution 3D game environments, sprites and cutscenes.
Personally lit and animated spaceships & environments. Designed and created particles & special effects. |
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| 4.1994 - 12.1994 |
"The Daedalus Encounter" Mondo Media |
Lead Animator Client: internal development (Mechadeus) |
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Modeled, textured, lit and animated high-resolution 3D game
environments, characters, and cutscenes. Designed and integrated special effects with blue-screen live action. Assisted
other artists with difficult scenes. |
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| Education |
| 1988 - 1991 | Rhode Island School of Design | Bachelor of Fine Arts, Illustration |
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Drawing, painting, photography, sculpture. Reinstated "Anatomy and Art" course with Chairman of Morphology at Brown University Medical School. Final year in Rome via the European Honors Program. |
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