SCOT BOYD   Senior 3D Artist                                               

 Objective

To develop visually stunning and immersive computer artwork in a senior artist position.

 Qualifications and Complementary Skills

·         16 years of video game industry experience, including 10 successfully shipped titles. 

·         Vast knowledge of the inner-workings of making a successful AAA game title.

·         Excellent interpersonal skills, ability to teach and mentor other artists in the process of making quality game art.

·         General understanding and ability to coordinate efforts with other disciplines, such as programming and design.

 Software Experience

  • Maya 2014
  • Photoshop  CS6
  • FrostED
  • ZBrush
  • 3D Coat
  • Unreal Engine 3
  • Unity 3D
  • Radiant
  • Substance Designer
  • 3D Studio Max 2010
  • Crazy Bump
  • Perforce
  • Adobe Illustrator CS6
  • After Effects CS6

 Professional Experience and Accomplishments

 July 2013-Current         EA/ Visceral Games

                                    Redwood City , CA

Environmental Artist

Battlefield Hardline                                                                               2013-2014

Environment Artist/Destruction Lead

·         Created high resolution destructible hero assets for Single Player Epic Moments

·         Worked with Designers to script  and trigger multiple destruction  sequences

·         Generated asset specific shaders to be triggered during destruction sequences

·         Helped in investigating and implementing a volumetric destruction process using edge modeling for the Hardline Franchise

·         Worked as Modular Construction Lead in generating major modular architecture that would be present throughout the entirety of the game

                                           2013                             Livermore Amador Valley Transit Authority

                                    Pleasanton, CA

3D Artist

Wheels, It's as easy as ......1,2,3  (3 Commercials)                                         2013

·         Worked with client to design and generate 6 separate 3D Characters

·         Worked with client to design and generate specific landmark and generic architecture to represent the Tri-Valley Area

·         Created character rig that could be applied to each character

·         Generated all animations for characters, vehicles, and cameras to align with voice over tracks

·         Generated multiple render passes, including color, AO, atmospheric haze, and depth of field

·         Used After Effects to composite multiple render passes to generate final spot

 

2011-12                         Bigpoint Games

                                    San Francisco, CA

Senior Environmental Artist

Battlestar Galactica Online                                                                2011-2012   

Senior Environment Artist

·         Created high resolution environments for MMO title, including geometry, UV placement, texture creation, and shader manipulation.

·         Worked in Unity Engine to create prefabs from Maya meshes  to be placed in the game.

·         Helped other artists in learning to build and export models and implement them into the game.

 

2010-2011                     Sledgehammer Games

                                    An Activision Studio, Foster City, CA

Environmental Artist

Modern Warfare 3 (Xbox 360/PS3)                                                                  2011    Environment Artist

·         Created high resolution environments for AAA title, including geometry, UV placement, texture creation, and shader manipulation.

·         Worked specifically on hero moment that was showcased for the games 2011 E3 demo.

·         Worked in proprietary software to create and optimize BSP models to be placed in the game.

·         Helped other artists in learning to build and export models using proprietary software.

·         Created props using Maya to be placed in game, including LOD's, texture sheets, and material properties.

·         Worked with FX artists and TD's to create, rig, and place destructible environment props used throughout the game.

·         Worked with other artist to create signature environment pieces that were used in the games finally

 

 2009-2010                     LucasArts

                                    San Francisco, CA

Environmental Artist

The Force Unleashed II (Xbox 360/PS3)                                                2009- 2010              Environment Artist

·         Created high resolution environments for AAA title, including geometry, UV placement, texture creation, and shader manipulation.

·         Worked in proprietary software to create a lighting scheme for levels using real time and differed lighting.

·         Worked with fellow artists and designers to create a top quality demo to showcase TFU2 at the 2010 E3 expo.

·         Assisted in the creation of real time bendable and breakable objects using DMM technology  to be placed throughout the worlds of TFU2

·         Worked with designers to create fun and interesting levels and help in solving issues that came up through out the process.

 

 2000-2008                   Locomotive Games

                                    A THQ Studio, Santa Clara, CA

Lead Environmental Artist

[Unreleased 3rd Person Shooter] (Wii)                                                      2008                                                    Senior Environmental Artist

·         Worked closely with Programmers to develop proprietary code to have geometry automatically fragmented in Maya. This process would allow all environmental geometry, such as buildings and props, to have real time destruction inside the game engine using Havok.

·         Assisted in developing the process of exporting destructible geometry into the game environment.                                 

·         Created video and written documentation to explain the fragmentation and export process to both staff and outsource Artists.

·         Began work on buildings and props using new process that were then placed in a prototype environment level.

                                                       [Unreleased Driving Action Game] (Wii)                                       2007-2008                   Lead Artist

·         Managed a team of 5 artists in order to create an open world driving action game. This included working with Environment Artists, a Character Artist, a UI Artists, and an Animator.

·         Worked with Producer in creating and enforcing art tasks and schedules to ensure that the project was completed on time.

·         Dictated art style for 3 ported and 3 original worlds in order to differentiate it from 360 and PS3 versions.  

·         Worked with Programming staff to create and optimize streaming technology for the geometry and textures to allow large worlds to be rendered on the Wii.

                                                                          Ratatouille   (PSP Action Platforming Title)                                          2006-2007        

                          Senior Environment Artist

                                   Cars (PSP Action Racing Title)                                                              2004-2006

Environment Artist

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                                 Power Rangers: Dino Thunder (PS2/Gamecube Adventure Title)    2003-2004

Environment Artist

 

       MX Superfly (PS2/Gamecube/Xbox Racing Title)                                 2001-2002

Environment Artist

 

                                                                              MX 2002 (PS2 Racing Title)                                                                  2000-2001

Environment Artist

 

 1998-2000                   Accolade Inc.

San Jose, CA

Junior Environment Artist

             Test Drive Offroad3 (PS1 Racing Title)                                             1999-2000

Junior Environment Artist

 

                                     Test Drive Offroad2 (PS1 Racing Title)                                             1998-1999

Junior Environment Artist

 Education

1992-1997                   Academy of Art, San Francisco, CA

                                    Bachelor of Arts