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 SCOT BOYD environment artist

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Scot Boyd Lead Environment Artist

scot.boyd.3d@gmail.com

408-493-3628

San Jose Ca

 

Objective

To help lead a team of artist in developing visually stunning and immersive computer artwork in a lead artist position.

 

Qualifications and Complementary Skills

·         25 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 2023

  • 3D Studio Max 2023

  • Adobe Photoshop CC

  • Adobe Premier Pro CC

  • Substance Designer

  • Substance Painter

  • Unreal Engine 5

  • ZBrush

 

Professional Experience and Accomplishments

 

July 2015-Current         Cryptic Studios

                                    Los Gatos, CA

Lead Environmental Artist

Star Trek Online                                                                         2015-Current

Lead Environment Artist

·         Leading The Environment Team in creating High Quality Environments, helping guide the team in expanding their quality expectations and introducing new ways to help achieve that.   

·         Helping facilitate interactions and ideas with Design and Environment. Working with the Design Leads and Production to help create and assign tasks to the members of the Environment Team.

·         Working with Animation Team to help create high quality cut scenes that help amplify story beats and create a more cinematic experience for the player. 

 

 

July 2013-2015              EA/ Visceral Games

                                    Redwood City, CA

Environmental Artist

Battlefield Hardline                                                                                2013-2015

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

 

2011-2012                         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

 

 1998-2000                   Accolade Inc.

San Jose, CA

Junior Environment Artist

 

Education

1992-1997                   Academy of Art, San Francisco, CA

                                    Bachelor of Arts

 

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