Alan L Carter 3DVFX Artist, Technical Art Director, Art Director [email protected] https://techartist.info/ https://www.linkedin.com/in/carteralan/ Buford, GA 30519 678-877-7526
CAREER OBJECTIVE To apply my passion, skills and experience helping create outstanding content of the highest technical standards. Strive to expand my knowledge and skills as software and the industry continues to grow.
PROFILE 19 Years + Game Development and Simulation experience Excellent communication skills, Team Player, Mentor, Highly Self Motivated Experience with over a dozen Game Engines and Development Platforms (Industry and proprietary) Solid understanding of Various Art Pipelines, Workflows, and all aspects of Game Development Passion for Efficiency and Performance, to push the limits of what is possible Understanding and Management of Complex Hierarchies, Riggs and Systems Master at High to Low Poly Conversion, UV/Texture Atlasing, Optimization and Texture Baking Problem solver, Troubleshooter, Innovator, Integrator of New Ideas PC – Mobile – VR – AR – MR Development experience Ability to Manage Teams of Artists and Outsourcing
SOFTWARE 3ds Max Zbrush Photoshop Substance Painter Unreal Engine CryEngine VBS Maya Illustrator After Effects SpeedTree Audition Substance Designer CrazyBump Xnormal Flash Perforce Alienbrain SVN Sketchfab
EXPERIENCE MEGGITT Training Systems Sr. 3DVFX Artist Febuary 2016 – November 2018
100LE, 100P, 100MIL, 300LE, 300MIL, 180LE, ISMT, EST II Firearms Training Systems Creation of Assets for use in Firearms Training Simulations, Environments, Vehicles, Props, Targets Creation of Assets for VR Product Showcases, Environments, Meggitt Products, Unreal Launcher R&D into Software and Technologies to Increase Productivity and Further Development of Future Products Updated, Maintained, and Created Documentation that Kept the Art to Strict Technical Standards Troubleshooting, Bug Tracking and Thorough Testing in Product Support and Development Worked across several Development Platforms and Multiple Projects Simultaneously
ARB Studios Technical Art Director, Art Director September 2008 – February 2016 Co Founded in 2008 with Aaron Boucher Assisted in the Development of a Proprietary Game Engine and Development Platform Assisted in the Development of Engine Tools, Game Mechanics and Pipeline Development Maintained Technical Documentation and Art Guidelines for In-House and Outsourced Artists
Tiki Kart Island – released 2018 - Early Development – 2012-2016 Cross Platform Development for Android, iOS and PC Lead the Art Direction for Early Development of the Game Designed and Created the Modular Level Assembly System In Use Designed and Created a Modular UI World Map System Lead the Design of Early Developed Static Raceways and Battle Zones, Creating Several Levels in Parallel Managed Art Outsourcing for Characters, UI, Vehicles, Animations, VFX and Levels Optimized All Incoming Content and Integration of Assets, Poly Reduction, Bake Downs, Texture Atlasing, Animation Compression. Game Design, Design of Level Systems, Creation of Character Riggs and Vehicle Systems Creation of Additional Content in Animation, VFX, Props, Weapons and Vehicles
Magic Words 2 - released 2015 Cross platform Development for Android and iOS Lead the art direction in the development of a visually rewarding word scramble game Designed and Lead the Direction of Complex Hierarchy Based Animated Stages Delivering Vibrant Interaction at Minimum File Size. Managed Outsourcing for art Asset Development Tiki Kart – Steampunk Racing – 2012 Cross Platform Development for Android, iOS and PC Lead the Art Direction for the Development of Two Racing Titles Designed and Created all Level, Prop, VFX and Weapon Content Managed In-House Artists and Outsourcing for Concept, UI, Character, Animation and Vehicle Assets Optimized All Incoming Content and Game Integration of Assets, Poly Reduction, Texture Atlas Creation, Animation Compression. Game Design, Design of Level Systems, Creation of Character Riggs and Vehicle systems Enhanced Graphic Quality for Later Re-releases
3D Bio Ball – Tiki Golf 2 – Magic Words – Tiki Golf – Buck Fever – Hunting Unlimited – Word Avalanche – Malum Umbra Cross Platform Development for Android and iOS Lead the Art Direction in the development of Several Mobile Titles Managed In House Artists and Outsourcing in Asset Creation Game and Level Design Across All Titles Asset Tracking and Schedule Management UI Layout and Design
Rezilio Technical Art Director, Art Director March 2007 – August 2008 Assisted in the Development of Proprietary Game Engine and Development Platform Assisted in the Development of Engine Tools, Game Mechanics and Pipeline Development Developed Art Pipeline Documentation and Guidelines for Artists Parallel Development of Flash Games, Games for Charity Project Directed the Art for Flash Games and Engine Development
Rapid Reality Lead Technical Artist April 2005 – January 2007 Benchmarked Acquired Proprietary Technologies, Learning Their Limitations Established and Created Art Pipeline Targets, Best Practices, and Tools Documentation Assisted in the Development of Engine Tools, Game Mechanics and Pipeline Development Mentored on How to Best Execute the Desired Artistic Vision with the Acquire Technology Lead and Assisted a Team of Technical Artist Who Optimized, Atlased, and Baked Lightmaps for All Game Content Developed 3D content, Levels, Props, Weapons, UI Layout
III Romans Lead Artist January 2001 – January 2005 Muscle Car II - Muscle Car III - Rebel Trucker – Ultimate Demolition Derby – Country Justice Benchmarked the Limitation of the Renderware Platform Provided Documentation and Guidance on the integration of Assets Developed and Integrated Levels, Vehicles and Props for All games Integrated Outsourced Assets Into the Renderware Game Engine Assisted in the Development of Complex Vehicle Destruction Mechanics for Ultimate Demolition Derby
Silverfish Studios Environment/Level Artist May 1999 – January 2001 Boards and Blades2 – Freestyle BMX Developed and Integrated Art on Geobox, Jet 3D, Genesis Platforms Designed and Developed Props and Levels Assisted in the Development of Game Mechanics and Documented Asset Pipelines
Accomplishments Winner of AR / MR Smart Cities Hackathon Atlanta 2016 Provided Art support for HoloLens/Unity Development
Courses and Learning Events Zbrush Summit 2018 Mastering Zbrush 4R8, Paul Gaboury – Zbrush Workshops