David King Game Artist Software Knowledge * 3D Studio Max 2010 * Maya 2009 * Luxology Modo 401 * Adobe Photoshop CS3 * ZBrush 3.5 * Autodesk Mudbox * Crazybump * SH Tools Engine and Development * iD Tech 4 * Unreal Engine 3 * Unreal Ed 2.0 * Milo Engine * Source Engine * Radiant Editor * Half Life 2 “Hammer” Editor * 2D Side Scrolling Game Dev Kit * PerForce SCM * Tortoise SVN 1.6.5 * SourceSafe * Hansoft Skills * High and low polygon model creation and sculpting * Hand painted and photosource texture creation * Normal, Specular, Bump, Ambient Occlusion, Self-Illumination, Opacity Masking, and Relief Map creation * iD Tech 4 particle and shader creation * Unreal Engine 3 material creation and manipulation * Custom rig creation and skin weighting * 2D and 3D custom biped and bone animation * 2D icon creation * Graphic design for display, advertisement, and packaging * Traditional art skill using wet and dry media Game Experience Call of Duty: Black Ops - Proprietary Engine Pi Studios Environment Artist February 2010 - August 2010 * Conceptualized, modeled, UVW unwrapped, and textured numerous environment assets * Engine shader creation including Diffuse, Specular, Normal, Reflective, and Ambient Occlusion mapping * Learned art pipeline from Contractor and trained others * Imported and tested assets using Proprietary Engine * Integration, iteration, and file sharing using PerForce SCM Bonk: Brink of Extinction – Proprietary Engine Pi Studios Character / Environment Artist May 2009 – February 2010 * Conceptualized, modeled, UVW unwrapped, textured, skinned and animated 1 character and 7 character variants * Created 12 character animations * Conceptualized, modeled, UVW unwrapped, and textured *** environment assets * iD Tech 4 shader creation including Diffuse, Specular, Normal, Ambient Occlusion, Opacity Masking, and Self-Illumination Mapping * Created 40 particle effects and shaders * Importing and testing of assets in iD Tech 4 * Integration, iteration, and file sharing using Tortoise SVN The Beatles: Rock Band – Milo Engine Pi Studios Character Artist January 2009 – July 2009 * Optimized and skinning of 33 character meshes and related textures * Importing and testing of assets into Milo Engine * Integration, iteration, and file sharing using PerForce SCM Unannounced Project Pi Studios Environment Artist November 2008 – January 2009 * Created 4 high and low polygon environment assets * Created 4 Diffuse, Specular, Normal, Ambient Occlusion, and Opacity Masking textures * Integration, iteration, and file sharing using PerForce SCM Wolfenstein – iD Tech 4 Pi Studios Environment Artist March 2008 – November 2008 * Created *** high and low polygon environment assets * Created *** tiling and model texture assets * iD Tech 4 shader creation including Diffuse, Specular, Normal, Ambient Occlusion, Opacity Masking, and Self-Illumination Mapping * Importing and testing of assets in iD Tech 4 * Integration, iteration, and file sharing using PerForce SCM Aliens: Colonial Marines – Unreal Engine 3 Gearbox Software Environment Artist (Intern) July 2007 – September 2007 * Created ten high and low polygon environment assets * Unreal Engine 3 material creation including Diffuse, Specular, Normal, Ambient Occlusion, Opacity Masking, Distortion, Self-Illumination, Virtual Displacement Mapping, real-time and game ready Reflection Mapping * Testing of multiple texture compression techniques to speed up rendering times * Importing and testing of assets in Unreal Level Editor 3.0 * Integration, iteration, and file sharing using PerForce SCM Education The Guildhall at Southern Methodist University Professional Certificate in Digital Game Design Specialization in Art Creation June 2006 – March 2008 Collin County Community College Associate of Arts in Business Administration December 2004 – May 2006 Additional Projects and Professional References Available on Request David King 3D Artist 1209 Herkimer St. Unit 11 Houston, TX 77008 469.274.1986 Kingsize95@gmail.com http://www.kingsizecreations.com