MICHAEL B. HUTCHISON Austin, TX firstname.lastname@example.org
Experienced Environment Artist and World Builder, with proven success in multiple production roles across Game Art and Game Design. Classically educated artist with 3D modeling and texturing expertise, and added proficiency in character animation. Development experience across PC and Console platforms, spanning MMOG, RPG, FPS, RTS, Casual, and Adventure genres. Adept learner with professional level of development knowledge and versatility.
VIGIL GAMES, Austin, TX 2011 - 2012
DARKSIDERS II (PC, XBOX 360, PS3, ACTION RPG) - Senior Environment Artist
Involved in advance visual development for downloadable content. Assisted in efforts to optimize maps and assets across two game zones to meet performance standards. Released in August 2012.
WARHAMMER 40K: DARK MILLENIUM ONLINE (PC, MMORPG) – Senior Environment Artist
Sculpted and textured terrain, integrated structures and props, and placed lights for highly detailed and richly decorated exterior and interior environments. Project is unreleased.
BIOWARE, Austin, TX 2011
STAR WARS: THE OLD REPUBLIC (PC, MMORPG) - Technical Artist, Temporary
Focused on identifying areas for environment art optimizations, and assisting with the implementation of environment art optimizations to meet or exceed scene performance metrics. Released in December 2011.
UTV IGNITION GAMES, Austin, TX 2010 - 2011
FAXION ONLINE (PC, MMORPG) - Lead Environment Artist
Created models, object textures, terrain textures, flora, and environmental color and lighting schemes, while directing and overseeing the efforts of the environment art team. Managed the outsourcing of environment art assets and certain character tasks, providing direction and iterative feedback to four different external groups involved in the development and completion of both concept art and 3D assets. Released in May 2011.
BIOWARE, Austin, TX 2009 - 2010
STAR WARS: THE OLD REPUBLIC (PC, MMORPG) - Environment Artist, Temporary
Sculpted and textured terrain, integrated structures and props, and placed lights for exterior and interior environments. Created environment models and textures. Gained expertise working in HeroEngine and the HeroBlade development tool. Released in December 2011.
NCSOFT, Austin, TX 2004 - 2009
TABULA RASA (PC, MMORPG) - Lead World Designer, 2008 – 2009; Senior Designer, 2004 - 2007
Designed game-play worlds, environments, and creatures. Designed visual points of interest and their related game-play interactions. Built environments from start-to-finish using proprietary world editor. Created proxy and finished in-game models. Designed mission scenarios according to story specifications and game-play needs. Collaborated on broad mission and game story arcs. Created and maintained thorough design documents. Released in 2007, with regular updates into 2009.
PANDEMIC STUDIOS, Los Angeles, CA 2002 - 2003
STAR WARS: BATTLEFRONT (PS2, FPS) - Art Director, 2003
Directed the visuals and managed a team of eleven artists during early development. Modeled and textured characters and props. Created landscapes for battlefield locales. Placed objects and effects, created environment and sky textures, and defined lighting schemes. Worked with programming team to develop visual and environmental effects. Released in 2004.
SPECWARRIOR (PS2, FPS) - Art Director, 2002 - 2003
Directed the visuals and managed a team of eight artists. Modeled and textured characters and props. Created environment textures, established lighting schemes, and set overall visual direction. Worked with programming team to develop visual and environmental effects. Cancelled in 2003.
CODEMASTERS YOSEMITE, Oakhurst, CA 1999 - 2002
DRAGON EMPIRES (PC, MMORPG) - Lead Artist / Lead Animator, 2000 - 2002
Led a team of artists and provided direction to external contractors during early development phases. Created environment and creature concepts. Modeled, textured, and animated player characters and creatures. Developed strategies and techniques for robust character customization features. Project was ultimately cancelled in 2004.
NAVY SEALS (PC, FPS) - Art Director, 1999 - 2000
(Acquired from Sierra On-Line) Directed visuals, created and supervised concept art, created character models and textures, and created animation for player characters. Managed a team of internal and external artists, and approved all resultant work. Project cancelled in March 2000 during company restructuring.
SIERRA ON-LINE / YOSEMITE ENTERTAINMENT, Oakhurst, CA 1991 - 1999
RICHARD MARCINKO'S NAVY SEALS (PC, FPS) - Art Director, 1998 - 1999
Directed the visuals and managed the art team during production with Unreal Engine. Created environment textures in addition to models and textures for characters, vehicles, and props. Project put on hold in 1999 after the closure of the original Sierra On-Line (Yosemite Entertainment) studio.
POLICE QUEST: SWAT2 (PC, RTS) - Art Director, 1996 - 1998
Established the visual style, developed production techniques, and produced artwork for this fixed-camera, tile-based, real-time strategy game. Created models for characters, vehicles, architecture, and props. Created isometric tile art and textures for map environments and objects. Created game maps using proprietary tools. Storyboarded and directed all mission introductory movies, produced 3D animation sequences using 3d Studio Max, and managed a team of eight artists. Released in 1998.
LIGHTHOUSE: THE DARK BEING (PC, ADV) - Lead 3D Studio Artist, 1995 - 1996
Led a team of nine 3d Studio artists. Built models for architecture, mechanical objects, vehicles, prop items, and natural environment. Created custom textures, animated movie sequences, and rendered special effects animation using Video Post in 3d Studio R4. Released in 1996.
SPACE QUEST 6: THE SPINAL FRONTIER (PC, ADV) - Lead Artist / Lead Animator, 1994 - 1995
Produced original 2D and 3D character animation for game and movie sequences. Created 3D models for characters, vehicles, and environments. Oversaw the art production and managed art team. Released in 1995.
GABRIEL KNIGHT: SINS OF THE FATHERS (PC, ADV) - Animation Director, 1993
Directed all aspects of 2D and 3D animation. Defined the overall look and feel of the game as one of two Senior Artists. Developed animation lists, directed video capture, created original animations, designed characters, and created 3D models for movie sequences. Released in 1993.
KING'S QUEST VI: HEIR TODAY, GONE TOMORROW (PC, ADV) - Senior Animator, 1992
Defined animation requirements, designed characters, directed all video capture, created original animations for characters and backgrounds. Also produced several hand-painted backgrounds and character portraits. Released in 1992.
ECOQUEST: THE SEARCH FOR CETUS (PC, ADV) - Animator, 1991
Created original 2D animations for characters and environment features. Released in 1991.
1991 - 1999 Created background paintings and contributed animation to several other games from Sierra On-Line.
RHODE ISLAND SCHOOL OF DESIGN, Providence, RI 1986 - 1990
BACHELOR OF FINE ARTS with Major in Illustration
Classical instruction in drawing, painting, 2-dimensional design, 3-dimensional design, color theory, sculpture, printmaking, and illustration, in diverse media. Extensive supplementary studies in Art and Architectural History and the Humanities.