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~ r e s u m e ~
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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:
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
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