Tuesday, February 07, 2006

Resume/CV


Jeremy M. Huxley
1041 19th st Apt 5
Santa Monica CA 90403
503.927.9655 jeremyhuxley@hotmail.com




OBJECTIVE
Texturing and/or Modeling position

SALARY REQUIREMENTS
Salary negotiable

WORK EXPERIENCE

Texture and shader artist (uncharted 3)
Naughty Dog, Santa Monica CA 06/10 to present
more info to come later...

Senior Environmental Artist (Torchlight PC)

Runic Games, Seattle Washington -
05/09 to Present

• Creating new and interesting tilesets in a cartoony style for an action RPG
• Creating environmental tileset from very rough concepts
• Creating versatile sets that all use snaps and can be reused as many ways as possible
• Creating low poly meshes (the game can even run on a netbook)
• Creating very colorful hand painted textures
• Working directly with the Lead level designer, Lead Programmer and Art Director to keep things on track
• Pushing the art as far as we can with the limited constraints!


Senior Environmental Artist (Microsoft game Xbox360), (Drawn to Life Wii)

Planet Moon Studios
, San Francisco California -
08/08 to 05/09

• Creating Environment props for a "next gen" cartoony game for Microsoft
• Coming up with new and interesting ways to use Normal maps and new technology for a stylized game
• Taking concepts and breaking them down into props, simplifying the process for development
• Planning a production pipeline for art with very strict milestones in mind
• Level layout and placement of props to match the concept
• Modeling, and texturing background art assets in 3D Studio Max, Maya and Photoshop
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Creating Emissive maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly props for fleshing out the game
• Designing full texture sets
• Creating low poly meshes with suttle texture and vertex lighting for "Drawn to Life" for the Wii


Environmental Artist
(Hellgate London PC)
Flagship Studios, San Francisco California -02/07 to 07/08

• Creating Randomized levels for Hellgate London
• Taking levels from concept to completion
• Level layout and placement of monsters, interactive objects and particle effects
• Lighting, modeling, and texturing background art assets in 3D Studio Max and Photoshop
• Designing and creating large wilderness areas to “open” Hellgate London with Patches 1 and 2
• Creating pivotal locations in Hellgate London, such as major story sections
• Created all endgame areas for Hellgate London
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Creating Emissive maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly props for fleshing out the game
• Designing full texture sets


Environmental Contract Artist
(Blacksite Area 51, Sega Rally Revo)
Valkyrie Entertainment, Seattle Washington -07/06 to 01/07

• Working directly with the owner and lead artist at Valkyrie
• Working under deadlines, self monitoring and self motivated
• Creating models based on provided photos from client
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Setting up shader for easy integration into Sega Rally engine
• Doing any changes or tweaks based on the clients requests

Texture, Model, and Shader Artist (Parabellum PC)
Acony Games, Villingen Germany -12/04 to 05/06

• Creating Modular environmental assets for the Far Cry Sandbox and the Unreal 3 engine
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps and overlays for added detail
• Creating Emissive maps
• Creating T-mission maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly static meshes for fleshing out levels
• Designing and creating modular pieces for detailing BSP

Texture Artist, Modeler and Designer
Team Assault, freelance mod for Quake 3 -03/99-01/00

• Designed characters for a Team Fortress remake project
• Play testing project for game play and bugs
• Creating Models for objects, weapons and characters
• UV mapping all characters, objects and weapons
• Creating Tile-able textures for maps
• Creating designs for logos
• Creating art for the website
• Texturing all characters, objects and weapons

PROFFESSIONAL SKILLS
I am a positive worker and enjoy working in a team environment. I am open to critique and learn very quickly in arts along with languages. I am good at imitating a style desired for a project, or creating something unique. I love to watch as a project blossoms and am willing to stay late to meet deadlines. I am a self trainer and can be relied on to continually produce quality work.

SOFTWARE KNOWLEDGE

Adobe Photoshop over 10 years
Adobe Illustrator 2 years
Corel Painter 3 years
3D Studio Max 10 years
Maya 6 years


LEVEL EDITORS

-Unreal 3 3 year
Hammer 2 year
Radiant 1 year
Sandbox 1 year

EDUCATION

-Bachelor of Science in Media Arts and Animation –Art Institute of Portland, OR, June 2004

-Participation in Game Developers Conference, London, 2005

-H.S. diploma, Monroe, OR, USA -