Resides: London Email: Mobile. 07776493406

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Resides: London Email: Mobile. 07776493406

PHILIP MEREDITH

Resides: London Email: [email protected] Mobile. 07776493406

O B J E C T I V E

I ‘am an experienced, highly motivated environment artist looking to build upon my portfolio of successful games. I have worked on a number of triple A games in both large and small teams and consider myself to be a valuable member of any team. My work has appeared on a number of platforms ranging from next gen consoles (Xbox, PS3) to mobile devices such as PSP and iPhone. I constantly strive to improve my skills and have excellent working knowledge of Maya, 3DS max and Photoshop.

S K I L L S

 Excellent high and low poly modeling skills in both Maya and 3d studio max, Advanced texture generation with a proven track record for creating textures on all major platforms for in-game environments (see examples at philipmeredith.com).  Excellent communication skills and organizational skills, able to present ideas clearly within a team (illustrated under recommendations by senior artist Andi Forster at Climax).  Ability to troubleshoot and adapt to new technologies/software quickly.  Clear understanding of how environment affects game play and able to work closely with designers.  The ability to self-manage my own time and work in an open-structured, cross-discipline team environment.

C R E D I T E D G A M E S

 NeverDead: Xbox 360, Playstation 3 and PC  Harry potter Deathly Hallows part 2: Xbox 360, PlayStation 3 and PC  Harry potter Deathly Hallows part 1: Nintendo Wii  Silent hill Shattered Memories: Nintendo Wii, Playstation 2 and PlayStation Portable  Runescape HD: MMORPG  Gormitti: Nintendo Wii  Dead on Sight: iPhone and iPad  Overlord Minions: Nintendo DS  Zombie HQ: iPhone, iPad and Android  Guns4Hire: iPhone, iPad and Android  Sinbad: iPhone, iPad and Android  Legions: iPhone and iPad

E M P L O Y M E N T H I S T O R Y

Bombhead London Dec 2012 - Current Founder/ Lead Artist/ Animator/ Level Designer Dead On Sight is the first game created by indie developers Bombhead. I am the artist and my Brother is the coder. As the Lead artist at Bombhead I was responsible for all visual content for Dead on Sight, the game was released on the app store in August 2013. App Advice 90 0ut of 100 “Dead On Sight could be the best zombie sniper game for iOS” Touch Arcade 70 out of 100 “Overall, Dead on Sight is a solid zombie sniper game. The action and game play are great. So is the comic book. “ Rebellion Oxford Aug 2011 - Dec 2012 Environment Artist NeverDead is a third person action game published by Konami. I joined the project 6 months in and immediately set to work on several key areas in the game mainly focused on the first level a decayed mental asylum (see examples on www.philipmeredith.com).

Zombie HQ is a zombie killing game on iOS. Scour the streets for salvage to get guns, explosives and other zombie killing weapons. My role on the project was to provide furniture, weapons and uniforms for the in game store, I was also responsible for some world/character modeling and polishing the game for release.

Guns4Hire is an urban warfare game on ios. Command four mercenaries and take on crime lords and corrupt dictators. My role on the project was to provide environment artwork, props, costumes and weapons; I was also responsible for the final pass on all artwork and lighting to ensure a bug free release.

Sinbad is a ios project with a very short deadline to coincide with the television series release. I was given ownership of the final level, I had to construct the level and generate some of the GUI art and have it ready for release within 4 months.

Key Responsibilities: High and low poly modeling, Advanced texture generation, Lighting, creating containers for destructive objects, bug fixing, optimization, some Character, HUD and GUI artwork. Software: 3d studio max, Asura engine, Photoshop, Perforce, Xnormal and Zbrush.

EA Bright Light Guildford April 2010 - April 2011 World Artist Harry potter deathly hallows part 2: My contract at EA was extended to work as a world artist on the high detail release of Deathly hallows 2, I was able to join this project from the start being awarded ownership of vast game play areas including Hogwarts exterior, Marble staircase, Great hall and more.

Harry potter deathly hallows part 1: I worked closely with the lead artist in setting out and implementing an effective work flow to port the high detail release onto the Nintendo Wii.

Key Responsibilities: High and Low poly Modeling, Advanced texture generation, Lighting, bug fixing, optimization. Software: Maya, Can Edit engine, Photoshop, Perforce and Devtrack.

Climax Portsmouth Aug 2008–Jan 2010 Environment artist/ Outsource Manager/ Concept Artist Silent Hill: Shattered Memories is a re imagining of the original horror title Silent Hill. I was working on all three versions of the game concurrently, joining the project eight months in and immediately contributing by polishing levels, creating props, textures, environments and lighting. After six months on the project I was called upon to act as lead environment artist for the PSP version of the game, the main duties where to distribute and prioritise workloads, train a small team of new artists and ensure they understood the art style and work methods. A team of five outsource managers including myself were called upon to create mood boards, level descriptions and manage three outsource companies, it proved to be a massive challenge on a daily bases to ensure high quality levels were delivered to are tight schedule. Overlord Minions: As part of a team of two artists myself and lead who had established a great art style for the project, I was able to work closely with the Lead Artist adopting the art style and understanding the work flow in a short period. My main contribution to the game was modelling levels in Maya, creating textures and concept art; I also learnt how to organise and implement my artwork and contribute to team discussion. Gormitti is based on a popular fantasy cartoon series. My main role was to model, texture, light and implement various locations across the game. Working from a rich verity of artwork I also created bench mark levels for an outsource company and ensured what came back was to a high standard. Key Responsibilities: High and Low poly Modeling, Advanced texture generation, Lighting, Outsource pipeline, Concept artwork, creating mood boards, bug fixing, optimization, team leading. Software: Maya, Renderware engine, Photoshop, Perforce.

Jagex LTD Cambridge Nov 2007 - June 2008 Junior Artist/ Character Artist JAGEX Ltd is an independent developer and publisher of online games, who at the time of my employment was further developing its flagship MMORPG (massively multi player online role play game) Runescape HD. Employed as a texture artist with the company the job was to apply textures to a variety of landscapes and characters in the Runescape game environment. Two months into the project I was promoted to a character modeller role, I was able to both model and texture the various fantasy style character heads in the game. The job required mainly low poly modelling but also getting involved in many aspects of video game development giving me a wide overview of the game creation work flow. I would also create and utilise many databases and keep files organised, I would work and communicate amongst large teams, I would also be called upon to report any bugs within the graphical elements of the MMORPG. Software: All in house tools.

E D U C A T I O N

Brockhill Park School Kent General Certificate of Secondary Education (G.C.S.Es) University of Portsmouth Portsmouth Access to University course, Graphic Design and Illustration, January 2002 University of De Mont fort Oxfordshire Bachelor of Arts, Graphic Design and Illustration, January 2006

R E C O M M E N D A T I O N S

Andi Forster Senior Artist, Climax Action “I have had the pleasure of working with Phil on several projects at Climax he has excellent communication skills, he has a professional and well organised attitude which combined with his knowledge of the game development pipeline ensures that assets are delivered on time and to specification. He has a fantastic sense of humour and is very sociable, a genuinely nice guy and a great asset to any company or project.”

Owain Catton World Artist, Electronic Arts “I have worked alongside Philip on two projects while contracting at EA Brightlight. Philip was a very dedicated and hardworking member of the team, with a good positive attitude not matter the situation. Philip's work was consistently to the highest standard and he was always striving to excel in whatever tasks he was assigned.”

I N T E R E S T S I enjoy gaming and have owned a large number of game consoles and computers throughout my life. I can appreciate and enjoy most genres of games, my favorites being Science fiction, horror and fantasy games. In my spare time I enjoy playing lead guitar, watching movies and sports. I put together a five a side football team at Climax studios we lost often but enjoyed playing.

O N L I N E P O R T F O L I O W W W . P H I L I P M E R E D I T H . C O M

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