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2312 Ursula Way
Roseville, Ca. 95661
650.678.8501
weezner2001@gmail.com
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Cryptic Studios Inc. Lead Artist/Artist 4/Outsource Manager
(Apr.2002-Aug.2006) I'm n 3D Max/Proprietary Engine

City of Heroes/Villains
Outsource Management
  • Managed external outsourcing teams on creation and delivery of art assets. Worked closely with production to develop attainable schedules and accurate budgets for outsourcing.
  • Managed three individual contracts with outsource companies during the same time period. This included implementation of all assets and asset tracking for City of Villains and Heroes. Assets included over 500 3d assets, 200+ concepts and 600+ Icons.
  • Developed extensive questionnaire for outsource companies to help in the evaluation of their qualifications and possible contribution to our current project.
  • Maintained and developed new relationships with outsource companies.
  • Completed new outsourcing database, this included inputting all existing outsource company information, and keeping an up to date excel document with back up outsource companies.
  • Created a 2D/3D art test for internal artists as well as outsource companies.
  • Developed and documented an outsource pipeline to be implemented on project X
  • Designed and documented an external review forum to help with asset reviews, changes, approvals and implementation.


  • Internal Team Management
  • Managed a small internal art team working closely with each individual to develop reasonable schedules for production, and help outline a career path.
  • Worked closely with Design to assemble an art asset list that satisfied productions deadlines and design needs.


  • Documentation and Art Management
  • Established and maintained Art Forum containing all concept designs from internal and external artists, as well as outside contract companies.
  • Created and maintained an internal Art wikki called Confluence that contained all documentation of Art processes, techniques for world builders, character artists, and object artists.
  • Evaluated and documented all aspects of current editor and created an in depth outline for a new project X editor. Identifying areas of improvement from the current editor.
  • Managed Art tutorials and classes for both artists and designers focusing on cross-pollination of disciplines and knowledge sharing.
  • Reviewed resumes and interviewed artists for open positions on our team.


  • Hands on Artwork
  • Created all UI screens for City of Villains
  • Designed, Modeled and lit two levels for City of Villains.
  • Converted all City of Screens for City of Hero (Korea).
  • Implemented all delivered assets from outsource companies into the city of Heros/Villains game.
  • Adjusted objects from outsource companies that required design changes.
  • Worked with Jira for bug tracking and task management.




  • Secretlevel Inc. Artist/Lead Artist
    (Jan.2002-Apr.2004) I'm not going to Maya 5/6 /Unreal editor
    Americas Army
  • Worked in Unreal Editor and Maya 5.0 to Re-design environmental layouts, for seven levels as well as create textures, models, and adjust overall level lighting and atmosphere.
  • Documented all changes made to the levels and noted any red flags that could exist.
  • Played all levels through with each designer assigned to the level taking notes of any changes requested as well as brain stormed ideas to improve the quality of the level, and game play elements of the levels.
  • Worked within the boundaries of the ps2 and memory limitations for the levels, as well as working on the necessary quality increase for the XBOX .
  • Created, reduced and corrected numerous 3d objects that were outsourced and returned with problems.
  • Tracked any art bugs that arose and kept the database up to date.
  • Worked with several programmers to create needed art tools and a more efficient art pipeline to reduce production time.
  • Problem solved art bugs that were reported in Mantis, the bug database.
  • Kept the team up to date with information and any news from the programmers on existing bugs, and their current status.
  • Was pro-active throughout the project, suggesting solutions to existing problems and working with designers and programmers to improve the overall quality of the game.


  • Magic the Gathering
  • Worked in unreal editor and Maya to develop environments that stayed true to the Magic The Gathering universe.
  • Created geometry for five levels including texture maps, uv layout ,level layout, and lighting.
  • Learned a new art pipeline using the Unreal Engine and Editor
  • Worked in Terragen to create some skies and background images.


  • Unpublished game/ no title given /ps2/xbox
  • Directed a team of artists in developing an art pipeline, and worked in the Unreal Editor engine to port levels over to ps2 and xbox.
  • Worked with a team of programmers to develop tools and troubleshoot upcoming problems with porting from the pc to a ps2 and Xbox.
  • Scheduled and tasked out levels and reviews of levels for the art team, and co-ordinated with programming when tools would become online for the artists to use.
  • Kept the team up to date with news and information on the current status of the project and anything that directly affected the art team.
  • Reviewed all levels and created documents that were sent to the artists to determine what was needed for second and third art pass.
  • Worked with programmers to firefight any red flags that appeared throughout the project.
  • Created environments for five levels including lighting, texturing and uv mapping.
  • Research and tested split screen capabilities and implemented the work into several levels.


  • unpublished title - Stranger ps2
  • Project evaluation of Oddworld’s Stranger for a port from xbox to ps2
  • Reviewed several levels and documented information on levels to determine if a port was possible from the xbox to the ps2 over a several week period.


  • Independent with Secretlevel - Research project
  • Used Unreal editor, z-brush, and Photoshop to create a unique world from a complete design.
  • Created a high resolution column with added physics volumes as shown in the designs.


  • Independent - Apartment
  • Created a unique design in Unreal editor from architectural and cad drawings to help client visualize the look and feel of their designed apartment.
  • Created the first floor of the penthouse apartment in the four seasons hotel with several designs to help the client
  • visualize the final look of the apartment.
  • Used cad drawings and architectural drawings to create the furniture and interior design of the apartment. This included colors and textures as well as overall lighting.




  • Blueshift Inc. Lead Visual Artist/Outsource Manager
    (Apr.2002-Aug.2006) I'm thin 3D Studio Max R4/Maya 4
    World Series Baseball
  • Directed a contract company in Canada in the overall visual look of the stadiums offering them detailed reviews and color composites of screenshots for examples.
  • Lead a small team of artists, creating schedules and assigning work based on each individual's capability. Mentoring artists in Maya with a focus on developing models and texture maps for games.
  • Modified and improved player model and player model LOD's with accessories to be cross platform specific. This included binding and weighting of the characters. Exported and tested all data before implementing it into the game.
  • Created player model uniform textures for all teams including alternate, and classic uniforms. Worked through the build process to create and implement textures for all platforms.
  • Worked with raw mo-cap data, adding beginning and ending hubs for in game animations.
  • Created a test case stadium and player model for Xbox, Gamecube, and the ps2 identifying limitations and capabilities of each. Identified possible problems, and dependencies for each platform with enough time to implement a solution.
  • Finalize all stadiums, players, and textures are working properly in game for milestone delivery.
  • Developed Models, textures, and environments for demo engines to be pitched for new projects. Captured screenshots of the scenes to be added to the documentation.

    The 3DO Company 2D/3D Artist
    (Feb. 2000 - Nov. 2001 ) I'm n 3D Studio Max R3.1/Character Studio
    Jonny Moseley Mad TRIX
  • Worked closely with a conceptual artist to create accurate, low poly character models for Jonny Moseley Mad Trix PS2 Title.
  • Created all character texture maps from detailed designs.
  • Modeled and texture mapped all characters for the game and all required equipment.
  • Rigged and prepared characters for animation.
  • Exported input all character data for the programmers as required.

    Portal Runner PS2
  • Worked with Portal Runner team for PS2 to aid in finishing the project. Created environment models and texture maps for the project.

    High Heat Baseball PS2
  • Created environment texture maps for High Heat Baseball for the PS2.

    Sarge’s Heroes 2 N64/PSX/PS2
  • Work on these games included modeling, and texture mapping ten to twelve environments per game.Working closely with a team of experienced artists and programmers to develop a cutting edge PC game.


    Future-Primitive 2D/3D artist
    (July 1998 - present) I'm doing well and then 3D Studio Max R2
    Ted Nugents Wild Hunting Adventure PC
  • Working closely with a team of experienced artists and programmers to develop a cutting edge PC game.
  • Painted textures, animated characters and designed characters in 3D Studio Max and Fractal Design Painter.
  • Created authentic and detailed settings by researching and developing accurate textures and environments native
    to the locales of the game.
  • Gained an intimate knowledge of game development and production concepts.



    Seneca College - DMC Teaching Assistant
    (Jan. 1998 - April 1998) I'm going t SoftImage 3D Extreme 3.7
  • Chosen from graduating class to aid in the teaching of SoftImage 3D Extreme 3.7 to a class of 20 students.
  • Support-level problem solving and troubleshooting skills were needed to help students with SoftImage in a timely
    and efficient manner.
  • Demanded a thorough knowledge of PuppetWorks Puppet, Adobe Premiere, and Eddie.
  • An extensive understanding of motion capture, rotoscoping, and compositing skills was essential to aid and teach
    students, who were often in stressful situations and under imminent deadlines.

  • Seneca College - DMC Teaching Assistant
    (Jan. 1998 - April 1998) I'm going t Alias Wavefront 8.2
  • Chosen from graduating class to aid in the teaching of Alias Wavefront 8.2 to a class of 20 students.
  • Support-level problem solving and troubleshooting skills were needed to help students with SoftImage in a timely
    and efficient manner.
  • Demanded a thorough knowledge of PuppetWorks Puppet, Adobe Premiere, and Eddie.
  • An extensive understanding of motion capture, rotoscoping, and compositing skills was essential to aid and teach
    students, who were often in stressful situations and under imminent deadlines.

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    Seneca College - DMC dmc.senecac.on.ca
    (Sept. 1997-Dec. 1997) I'm going t Alias Wavefront 8.2
    This highly intensive three month course was an in depth study of Alias Wavefront covering topics such as modeling, shaders, texture and compositing. An independent study of PuppetWorksTM Puppet, a motion capture device, was also done resulting in a presentation made at NAB in Las Vegas.

    Seneca College - DMC dmc.senecac.on.ca
    (May 1997 - Aug. 1997) I'm going t SoftImage 3D Extreme 3.51
    This course was a three-month study of Microsoft’s SoftImage 3D Extreme 3.51, emphasizing character animation, textures, modeling, ik chains, rotoscoping and motion capture. Video editing, story boarding, and production theory, as well as Unix functionality were taught as major components of this course.

    McMaster University www.mcmaster.ca
    (Sept. 1992 - June 1997) I'm go Honours B.A. in Art and Art History
    This comprehensive degree in Art and Art History included practical courses covering painting, sculpting, print making and figure drawing. Theoretical courses covered the use of positive and negative space, color theory, gesture drawing and design. In my senior year my independent thesis topic was computer animation, which culminated in a piece shown at the McMaster Museum of Art. The Art History courses covered the Renaissance, 19th and 20th Century, Contemporary, and Ancient Roman and Grecian Art. Notable electives include Film Studies and Claymation.

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    Experience with macromedia flash, Alias || Wavefront, SoftImage 3D Extreme, Maya, Adobe Premiere, Aldus Photostyler, ArcSoft Photostudio, Adobe PhotoShop, AutoDesk 3D Studio Max R2, Fractal Design Painter, Corel Draw, Macromedia Action, PowerPoint, and PuppetWorks Puppet.
    Familiar with Unix (Irix), Windows 95/NT, and even DOS.
    Troubleshooting experience for hardware and software for PC’s and Macs.
    Skilled in sculpting, mold making, printmaking, and welding.
    Fluent in French and English.


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    Active in baseball, volleyball, soccer, ultimate Frisbee, in-line skating, wall climbing, and skiing.
    Participated in a 34-mile canoeing trip through the Florida Everglades.
    Obtained Ski Instructor’s Certificate and did volunteer instructing.
    President of the McMaster University Art and Art History club.
    Organized, budgeted and advertised a trip for 47 university students to New York City to visit art museums and galleries.
    Louise Bell-e-mail:weezner2001@gmail.com