1514 Bellevue Avenue #506
Seattle, Washington 98122
Online Portfolio: www.metapixel3d.com
I am seeking a Senior or Lead 3D Modeling/Animation position in a cutting edge, AAA visual
development group. My goal is to produce stunning and inspiring 3D graphics.
• Over ten years experience in all aspects of 3D game content creation with a very strong
emphasis on character design. Modeling, texturing, rigging and animation.
• Highly proficient key framed animation as well as motion capture editing.
• Traditional background in painting, sculpture and illustration.
• Strong interpersonal skills with the ability to convey a wide variety of creative styles.
• Especially strong at working with engineers to produce tools and streamline art and
animation production techniques.
• Kaydara Motionbuilder – Character Animation
• AutoDesk 3D Studio MAX R 7.0 – Modeling, texturing, animation
• Alias/Wavefront Maya 6.0 – Modeling, texturing, animation
• Alias/Wavefront PowerAnimator – Modeling, texturing, animation
• Adobe Photoshop – All Uses: Texturing, Design
• Adobe Illustrator – Vector Illustration
• Adobe Premiere – Video Editing
6/04 to Present
Microsoft Corporation through Filter Staffing
Advanced Technology Group
Building Millennium D
3D Artist / Animator
Responsible for creating (from initial drawn concept through final execution) real-time 3D art and
animation assets that highlight, clarify, and showcase new game creation technologies developed
by the Advanced Technology Group. Road test new art pipeline procedures with an emphasis on
real world game development usability. Able to create complicated art assets in multiple 3D
packages to verify production techniques for potentially different end user studio environments.
Provide relevant feedback stemming from over ten years game production experience.
2/02 to 5/04
420 4th Avenue
Seattle, Washington 98112
Shadow Ops: Red Mercury X-BOX
Primary animator personally responsible for the creation of hundreds of 3rd person animations for
this AAA X-BOX/PC title. Motion capture editing, hand key framing, lip synch. Enemies in game
display a variety of combat techniques, ranging from CQB trained tactics to loose wild fire
untrained militia. Enemies traverse obstacles such as railings, fences, debris and use a wide
array of weapons with melee attacks. Lip synched characters communicate information and
instructions to player ingame. Complex character interactions such as dragging and helping
wounded soldiers. Worked closely with engineers to develop animation blending tools to
streamline the animation workflow into the Unreal Engine.
Contact: Shawn Mulanix, Art Director email@example.com
John Williamson, President firstname.lastname@example.org
4/02 to 9/02
1901 McCarthy Blvd
EAX Audio Development Group
Interactive 3D EAX Audio Demo, for PC
Created ornate, real-time interior spaces and real-time creature character to illustrate the
dynamic properties of EAX audio for game development.
Contact: Keith Charley email@example.com
8/01 to 2/02
Hillsboro Oregon Campus
Intel Graphics and 3D Technologies Group
Real-time Models/Animations Macromedia/Intel Shockwave 3D/ I3D Real-TimeToolkit
Modeled, textured, rigged and animated real time soccer players for online real-time 3D sports
replay visualization tool. Modeled and textured full Wembley Stadium environment including
dynamic soccer nets and other game related equipment.
Designed, modeled, rigged and animated complex IK structure models including a Cyber
Scorpion for the launch of Intel MultiRes technology, later incorporated into Discreet 3D Studio
Contact: Judi Goldstein firstname.lastname@example.org
David A Hostetler email@example.com
12/00 to 4/01
Direct X8 real-time 3D Screen Savers for Windows XP
Designed, modeled, textured and animated 3D Space Station, Leaves in a Stream, and DaVinci
screen savers for the XP Plus pack to highlight Direct X8 technology. Solved the problem of
creating appealing original content for a diverse multinational audience. Worked closely with
engineer on the development of an in house 3D engine to accomplish goal.
10/01 to 3/02
1901 McCarthy Blvd
Oozic Development Group
Oozic 3D MP3 Visualization, for PC
Designed, created and animated real time 3D music videos that used advanced beat detection to
drive animation. Modeled, textured and rigged and animated characters including a four armed
Shiva Android, Robot band, as well as Madonna. Worked with engineers to create streamlined
art and animation production tools for real time content creation.
Contact: Michael Barnes, Producer firstname.lastname@example.org
8/1/98 to 8/15/99
Lead Character Artist/Animator
Spec Ops II, Blue Water Hunter, for PC
Spec Ops II was Zombie’s precursor to Shadow Ops- Red Mercury. Personally modeled,
textured, rigged and animated dozens of characters performing hundreds of animations, including
11/1/93 to 4/21/97
Ocean of America
Lead Character Artist/Animator
Mission Impossible, for the Nintendo 64.
3rd person spy adventure based on the Mission Impossible movie. Modeled, textured,
rigged and animated characters. Mocap cleanup and keyframe.
Waterworld, for the Sega Saturn, & Nintendo Virtual Boy.
Combination 3D, rendered sprite based arcade style shooter. Modeled, textured, rigged,
animated and rendered characters and vehicles.
Lobo, for the Super Nintendo , & Sega Genesis.
Pre rendered sprite based fighting game. Modeled, textures, rigged and animated
characters based on the DC Comics characters.
Flintstones, for the Super Nintendo , & Sega Genesis.
Hand drawn characters, animations and backgrounds for this platform game based on
the Flintstones movie