Brian Hall Las Vegas, NV | http://brianhall3d.com SKILLS & EXPERTISE Maya, ZBrush, MudBox, NDO, Max, Photoshop, Unity Engine, After Effects, Illustrator, Spigot Game Engine, Torque Game Engine, Shockwave Game Engine, Mental Ray and Microsoft Word/Office Applications. Modeling/Sculpting Organic & Hard Surfaces in both Low and High Poly Rigging, Skinny and Animation Ability to Unwrap Meshes for Texturing; Weight Models; Normal Mapping; Hand Painted Stylized and Realistic Texture Maps from Scratch or Using Photo Sampling. Create Normal Maps Using Methods, such as ZBrush, MudBox, NDO, xNormal, CrazyBump & Photoshop, SHIPPED TITLES Jackpot Jewels (Casino) Disney Infinify (PS3, Xbox360, Wii, PC) Dancing with the Stars: Keep Dancing (Online Social Game) Deadliest Warrior: Legends (XBLA, PSN) Deadliest Warrior: The Game (XBLA, PSN) U Draw (Wii) Charm Girls Club (Wii) GeoStorm (PC) Night at The Museum (PC, Wii, Xbox360) Crank Adventure game (PC) Candystand Snowboarding (PC) Candystand Rallyblitz (PC) Candystand RC Rally (PC) Gaia-Online Pinball (PC) Jetstream (PC) Swypeout Battleracing (PC) McDonald’s Fairies and Dragons Happy Meal Game (Mini Game Series) Spinz (Kids Trick Pens Game) Microsoft Tinker (PC) PROFESSIONAL EXPERIENCE University of Las Vegas, Nevada | Las Vegas, NV, USA January 2015 -Present Adjunct Professor (Animation and 3D Modeling Instructor) Laying the ground work for the 3D and animation program at UNLV’s Art Department. Before 2015 UNLV had no 3D/Animation program to speak of in the Art Department. Responsible for creating the curriculum for the 3d and animation coursework and teaching the only classes available. Game Cuisine Games | Las Vegas, NV, USA March 2014 - Present Owner/Artist Currently developing my own side scrolling mobile game in Unity. Responsible for all art content; using a Unity Asset Store game project for the mechanics and code. IGT | International Game Technologies, Las Vegas, NV, USA May 2013 - Present Senior 3D Artist (3D Artist III) IGT is the world leader in Casino Gaming Recently completed one of three bonus levels for the classic, Jackpot Jewels. Solely responsible for level and design. Helping local group in Las Vegas transition to IGT’s new proprietary game engine built on Unity in order to modernize casino gaming and bring it up to speed with the new generation of game development. Responsible for general art duties: Modeling, Texturing, Lighting. As a 3D generalist at IGT, I’m responsible for Modeling, Texturing, Lighting, Rigging and Animating my models/assets. Avalanche Software | Disney Interactive Media Group, Salt Lake City, UT, USA January 2013 – May 2013 World Builder/Renderer – Environment Artist (Contractor) Disney Interactive – Avalanche Software is currently developing Disney Infinity for various platforms Worked with the Marketing Team to setup up marketing shots – creating and lighting environments for posed characters for final shots used for promotion of the tile to be launched in June Collaborated with the development team to create props and assist with environment development. Duties include modeling and texturing of assets, as well as asset clean up and optimization. Pipeworks Software, Eugene, Oregon, USA July 2008 – August 2012 Lead Artist (Mary 2009 – August 2012) Pipeworks Software designs and develops video games for Xbox 360, PS3 and Wii and web games Art Lead on Unannounced Web Based Fishing Game Art Lead on Dancing with the Stars: Keep Dancing Art Lead on Deadliest Warrior: Legends Art Lead on Deadliest Warrior: The Game Art Lead on an first phase of U-Draw Pipeworks Software, Eugene, Oregon, USA July 2008 – May 2009 Environment Artist (July 2008 – May 2009) Worked with proprietary current gen game engine to modify level layout - place props Worked with proprietary engine to light levels Designed models, textures, and lighting for architectural environments and levels Built props, terrain, buildings, rooms, etc. Placed and scripted entities/objects in environment Tested and fixed levels for bugs, playability, and fun Worked with the Lead Designer to define and refine gameplay mechanics Managed in-game cinematics and pre-rendered cinematics; along with asset creation and implementation Responsible for taking 3D assets and compositing with effects for final product Fuel Industries, Ottawa, Ontario, Canada Nov 2006 – March 2008 Environment / Prop Artist Fuel Industries designs and develops advertising / entertainment products. Sony Computer Entertainment America, San Diego, CA June 2006 – Sept 2006 Game Tester Analyst 1 Brian Hall 2D/3D Nov 2004 – Aug 2006 Freelance Art Consultant/Contractor Client: Packom Interactive – Modeler/Texture Artist; Worked with a group of Independent Game Developers on the design and development of Divine, a fast-paced, high-action game which included trouble shooting normal map integration and mesh integration Client: 10th Design and Starving Monkey Productions – Modeler, Animator, Texture Artist - Responsible for 3D digital storyboards, character creation, digital set design for a children’s program (Project was cancelled) Over a dozen local 2D clients in Arizona. Several commissioned paintings in acrylic and oil mediums; on a variety of subject matter EDUCATION Arizona State University, Tempe, Arizona December 2004 Bachelor of Fine Arts Specialization in Animation Scottsdale Community College, Scottsdale, Arizona Associates in General Studies December 2001 EMPLOYMENT & INTERNSHIPS WHILE IN SCHOOL CBS KPHO Channel 5, Phoenix News Graphics Intern OTHER SKILLS Bilingual in English/Spanish/French – Competent Speaking & Writing Skills Aug 2004 – Dec 2004
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