Michael Mckinley

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Michael Mckinley

Michael McKinley Experienced 3D Artist http://www.mtmckinley.net c: (360) 801-9808 h: (360) 275-4048

STUDIO EXPERIENCE: Sr. Environment Artist – Zombie Studios, Seattle, WA Feb 2013 to March 2014 I worked in the Serious Games department, creating game-like simulation and training applications for the US government. I worked in both Unreal and Unity for 3 different projects.

Content Creator – Infinite Z, Seattle, WA July 2011 to Sept 2012 To demonstrate Infinite Z’s zSpace hardware, I create models, textures, materials, etc. to use in demo applications. The focus is showing off the hardware’s stereoscopic 3D, head-tracking, and stylus controls in a semi-holographic 3D environment. I mostly worked with the Unity engine.

Freelance Creature Artist – Crazy Bump Software February 2010 to May 2010 This was a small side job creating an iPhone game with the creator of Crazy Bump. I created several creatures for his game in development (modeling, texturing, rigging, animation, lighting, rendering).

Sr. Environment Artist – Zombie Studios, Seattle, WA February 2008 to July 2011 My duties included modeling, texturing, rigging, and animating environment props. I was the primary artist involved in creating the art for puzzles and other interactive props, such as vehicles and weapons. I served as an Art Outsource Manager, working with off-site art teams. I worked predominantly with the Unreal engine.

Contract Artist – Golden Goose Games January 2008 I worked on a temporary contracting job as a 3D Artist. My duties included modeling, texturing, rigging, and animation.

Senior Artist - iWin Division 90, Seattle, WA July 2007 to Dec 2007 My duties included modeling, texturing, rigging, animation, and particle effects. For Garden Defense, I created nearly all of the characters, creatures, enemies, effects, and game play props.

Environment Artist - Buzz Monkey Software, Eugene, OR March 2006 to June 2007 My responsibilities are to create environments and props (modeling, texturing, and lighting). I also had a large hand in transferring and optimizing assets for multiple consoles, from handheld to next-generation.

Game Artist - Fever Pitch Studios, Austin, TX May 2003 to Jan 2006 My responsibilities were to lead and mentor a team of 6 artists to maintain the look and style of our projects. My work here included modeling, texturing, rigging, animation, shaders, and particle effects for environments and characters. I mostly used proprietary engines as well as the Torque engine.

Assistant Maya Instructor, Tempe, AZ Feb 2001 to Oct 2001 I assisted instructors in beginner and intermediate courses covering Maya at Collins College. I taught modeling, texturing, and animation.

3D Artist - Walrus Corp., Phoenix, AZ Feb 2000 to Jan 2001 My responsibilities were to create low-poly environments to demonstrate the capabilities of the Walrus Corp. web applications. SOFTWARE/SKILLS:

 Maya/Max  Particle Effects  Photoshop  Unreal, Unity  Mudbox/Zbrush  Stereoscopic 3D  Rigging and Animation  Outsource Management  Modeling and Texturing  Concept Art

WRITING WORK:

Author, Maya Studio Projects: Game Environments and Props January 2010 Wiley Publishing My third book on creating video game artwork, this time focusing on environments and props.

Author, The Game Animator’s Guide to Maya July 2006 Wiley Publishing/Maya Press Book content focused on video game rigging and animation techniques.

Author, The Game Artist’s Guide to Maya January 2005 Sybex Publishing/Maya Press My first book for the general Game Art field; focused on creating a character from scratch.

EDUCATION:

Collins College Tempe, AZ Associate of Arts Degree in Visual Communication/Major in Computer Art and Animation December 2000

I have multiple references available at my LinkedIn page. View my LinkedIn networking page.

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