Seeking a position as
a Lead Technical Artist
or Technical Art Director.
Resumé
 
 
Eric Chadwick
339 Oak Hill Circle
Concord, MA 01742
(978) 495-0475
er.cchadw.ck@gmail.com
http://ericchadwick.com
Print: PDF
July 19, 2010
  Summary
  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.
  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
  Designing and creating 3D assets for various clients.

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.

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.

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.

3.2000 - 6.2001 Research & Development
Mondo Media
Senior 3D Engineer
Client: internal development
  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.

1.2000 - 3.2000 "Star Fleet Command II"
Mondo Media
Senior Artist
Client: Interplay
  Created concepts, modeled, and textured real-time 3D ships. Solved project communication problems by refining and documenting art technical constraints.

7.1999 - 10.1999 "Need For Speed: Motor City"
Mondo Media
Lead Artist
Client: Electronic Arts
  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.

12.1998 - 8.1999 "Mechwarrior 3"
Mondo Media
Lead Artist
Client: Hasbro Interactive
  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.

4.1998 - 10.1999 "Hockey '99"
Mondo Media
Lead Artist
Client: Spectacular Games Publishing
  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.

6.1996 - 7.1997 "Aladdin and the Fate of Agrabah"
Mondo Media
Lead Artist
Client: Disney Interactive
  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.

6.1996 - 8.1996 "Blade Runner"
Mondo Media
Senior Artist
Client: Westwood Studios
  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.

4.1996 - 5.1996 "Interstate '76"
Mondo Media
Senior Artist
Client: Activision
  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.

11.1995 - 4.1996 "Zork: Nemesis"
Mondo Media
Senior Artist, Senior Animator
Client: Activision
  Modeled, textured, lit and animated high-resolution 3D cinematics, game environments, sprites and special effects. Assisted other artists with artistic decisions and technical solutions.

1.1995 - 7.1995 "Rebel Assault II"
Mondo Media
Lead Artist, Senior Animator
Client: LucasArts Entertainment Co.
  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.

4.1994 - 12.1994 "The Daedalus Encounter"
Mondo Media
Lead Animator
Client: internal development (Mechadeus)
  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.

  Education
1988 - 1991 Rhode Island School of Design Bachelor of Fine Arts, Illustration
  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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