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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


Exceptional traditional artist with a strong understanding of art principles and color theory

Experience using Photoshop, Maya, Perforce, Test Track Pro, and Unreal Technology

Experience in modeling, uv mapping, texture painting, and optimizing current and next-gen game assets

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 proprietary tools and level editor, as well as development processes

Experience in working as a highly effective team member



PROFESSIONAL EXPERIENCE


Crystal Dynamics, Redwood City, CA (Eidos Interactive)            Sept 2007 – present

Tomb Raider: Underworld” XBOX 360 / PS3

Jr. Environment Artist:

  • Collaborated with various assigned Environment Artists to work on specific levels
  • Generated 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
  • Found, fixed, and tested environment related bugs during beta
  • Assisted in taking hi-res screenshots for marketing


Visual Concepts, Novato, CA (Take-Two Interactive)                  Jul 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
  • Generated materials and textures for environments including diffuse, normal, specular, occlusion
  • Worked closely with Environment Art Lead to continuously improve assets and meet deadlines
  • Assisted other artists adapt to new changes in pipeline procedures

 

 

RELEVANT EXPERIENCE


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

Lead Texture Artist:

  • Modeled and textured assigned environment assets, i.e. props, architecture, weapons
  • Optimized and re-textured team member’s models to fit the game’s art direction
  • Previewed and tested assets in-game prior to deadline
  • 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)

Prop Artist:

  • Modeled and textured props for a “Silent Hill” style antique house interior
  • Previewed and tested assets in-game prior to deadline
  • 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

 

 

EDUCATION


The Art Institute of California, San Francisco, CA          Jun 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