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View Roberto Moreno's profile on LinkedIn
 

~ r e s u m e ~


Roberto Moreno

ROBERTO MORENO


 

OBJECTIVE


To continually raise the bar on my artistic and technical abilities as an environment artist in game development


 

 

SKILLS SUMMARY


  • Exceptional traditional artist with a strong understanding of art principles and color theory
  • Experience using Outlook, Photoshop, CrazyBump, Maya, Mudbox, Unreal Technology, Perforce, Test Track Pro, DevTrack, and JIRA
  • Experience in low-poly modeling, efficient uv mapping, texture painting, and optimizing next-gen game assets
  • Experience in hi-res modeling for baking normal and ambient occlusion maps onto low-res models
  • Experience in creating realistic textures from photo reference and from scratch
  • Experience in cleaning up and preparing outsourced game assets for game pipeline integration
  • Experience in quickly learning, and using daily, the proprietary art tools, level editor, and dev kit, as well as development processes
  • Experience working on multiple platforms which include XBOX 360, PS3, PC, and Mac.
  • Experience in working as a responsible and courteous team member



PROFESSIONAL EXPERIENCE


Sega Studios, San Francisco, CA Sept 2009 – Present

Iron Man 2” XBOX 360 / PS3

Environment Artist:

  • In progress...


Electronic Arts, Redwood City, CA (The Sims Division) Jun 2009 – Sept 2009

The Sims 3: World Adventures Expansion Pack” PC / MAC

Associate Object Modeler:

  • Collaborated with various World Builders to create specific objects for their levels
  • Modeled and textured a wide range of objects, both large and small, hard surface/organic, based on concept art and photo reference
  • Created materials and textures, which include diffuse, normal, specular, occlusion, alpha, overlay, emmisive
  • Processed outsourced assets prior to pipeline integration
  • Worked closely with Senior Environment Modeler, as well as various Object Modelers, to continuously improve assets and hit milestones
  • Consistently adhered to strict technical and artistic requirements
  • Quickly learned and used proprietary art tools and level editor on a daily basis


Crystal Dynamics, Redwood City, CA (Eidos Interactive) Oct 2007 – Jan 2009

Tomb Raider: Underworld” XBOX 360 / PS3 / PC

Jr. Material Artist:

  • Collaborated with various assigned Environment Artists to work on specific levels
  • Created materials and textures, which include diffuse, normal, specular, occlusion
  • Optimized models and materials for in-game, as well as cinematics
  • Optimized outsourced assets prior to pipeline integration
  • Worked closely with Art Lead to continuously improve assets and hit milestones
  • Used proprietary art tools, level editor, and dev kit on a daily basis
  • Found, fixed, and tested environment related bugs during beta
  • Assisted in taking hi-res screenshots for marketing


Visual Concepts, Novato, CA (Take-Two Interactive)
July 2006 – June 2007

Fantastic Four: Rise of the Silver Surfer” XBOX 360 / PS3

Environment Artist:

  • Modeled, textured, and processed environment props from concept art to in-game
  • Optimized and processed outsourced game models and textures before pipeline integration
  • Created materials and textures for environments including diffuse, normal, specular, occlusion
  • Worked closely with Environment Art Lead to continuously improve assets and meet deadlines
  • Used proprietary art tools on a daily basis
  • Assisted other artists adapt to new changes in pipeline procedures

 

 

RELEVANT EXPERIENCE


Symphony of War” a First-person shooter Unreal mod
(School Project)

Lead Texture Artist:

  • Modeled and textured assigned environment assets, i.e. objects, architecture, weapons
  • Optimized and re-textured team member’s models to fit the game’s art direction
  • Consistently previewed and tested assets in-game prior to deadlines
  • Worked closely with Art Lead in order to satisfy class requirements and ensure game completion
  • Attended weekly team meetings and communicated effectively with the team

 

Psycho House” Unreal art level
(School Project)

Object Artist:

  • Modeled and textured objects for a “Silent Hill” style antique house interior
  • Consistently previewed and tested assets in-game prior to deadlines
  • Worked closely with Art Lead in order to satisfy class requirements and ensure game completion
  • Attended weekly team meetings and communicated effectively with the team

 

 

COLLEGE EDUCATION


The Art Institute of California, San Francisco, CA         
June 2006

Bachelor of Science, Game Art & Design

Honor Roll

 

Berkeley City College, Berkeley, CA

Studied Multimedia Arts - Digital Imaging

 

California College of Arts & Crafts, Oakland, CA

Studied Illustration