J O S H U a a N D E R S

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J O S H U a a N D E R S 26922 NE Ring St, Duvall, WA 98019 PHONE: 425-229-2569 · E-MAIL: [email protected] LINKEDIN: http://www.linkedin.com/pub/josh-andersen/0/5b4/66/ http://joshandersen.daportfolio.com/ J O S H U A A N D E R S E N An environment artist with over 19 years as a professional CG artist, more than 17 years of that as an environment artist in the video game industry. I've worked on 12 shipped AAA titles, some start-to-finish, some cross-studio, and some in- source contribution. I've created and managed assets in multiple game engines and production pipelines. I'm primarily a production environment artist, but I enjoy working with design and engineering teams to improve workflow, game-play, and performance. I'm currently in the Seattle area. I'm also an ex-Navy Dental Tech. I've worked on quite a few titles with different software packages. Most recently I've been creating a large series of paintings with traditional mediums. EXPERIENCE October 2015 to April 2016 [WB Games/Monolith] Senior World Artist Worked on a Middle Earth: Shadow of War creating assets, buildings, and props, and worked with design and tech art on movement metrics and set design. December 2014 to June 2015 [Sony VASG Studios] Senior Environment Artist Worked with outsourcing studios in India, Japan, China, and Malaysia, making reviews and corrections to bring them up to the studio's quality standards for Sony Bend Studio's Days Past in UDK4. October 2013 to February 2014 [WB Games/Monolith] Senior World Artist I worked on environment content creation for Middle Earth: Shadow of Mordor, for Xbox1, PS4, and PC. I've mostly been involved in creating Tolkien fantasy based architecture, terrain, and props. I'm also involved in creating and managing some of the more advanced elements of performance improvements, like consolidated shadow geometry to reduce draw calls and culling overdraw. I've worked on movement setup for environment navigation, blend shaders, and surface properties for effects and physics. August 2012 to July 2013 [Trion Worlds] Senior Environment Artist My primary focus at Trion was creating organic scene assets, including SpeedTree work creating alien and indigenous plant life, and modeling and texturing in Maya, ZBrush, Ndo, and Photoshop. I also worked on architecture and terrain, and special effects, and worked with engineering to help improve performance and gameplay. March 1999 to 2011 [Surreal Software/Midway/WB Games Seattle] Senior Environment Artist I created high and low resolution models, textures, and shader networks, and occasionally led small teams. Titles included Lord of the Rings: War in the North, with Snowblind, Fear 3 for Day1 Studios, and character art assets for Turbine's Dungeons and Dragons Online. I also worked as a Senior Environment Artist on Middle Earth: Shadow of Mordor, creating fantasy art assets from both concept art and reference material. At Midway, I worked as senior environment artist on games including The Suffering: Ties That Bind, and created art assets, including models, textures and shaders using the Unreal 3 engine for Midway's Stranglehold, Blacksite: Area 51, and Wheelman, and Surreal's unpublished title, This is Vegas. At Surreal, I modeled and textured architecture, terrain, weapons, foliage, and props for Drakan: Order of the Flame, Drakan: The Ancients' Gates, The Lord of the Rings: Fellowship of the Ring, and an unpublished title based on The Two Towers. 1997-1999 [GlyphX] 3D Modeler and Generalist Modeler and texture artist, creating environment assets for game cutscenes and corporate websites. Wrote the Surface Modeling chapter for “Inside 3DStudio MAX 2”. Coordinated with programmers to create blend shape facial animation and procedural material plugins for 3DS MAX. 1995-1997 [Viewpoint Datalabs] 3D Modeler Created models for Viewpoint's catalog and for inclusion in 3D software packages. Physically clay sculpted and digitized models. Cleaned up motion capture data. Researched software and best practices for the PC modeling department. 2002-2004 [Class Act] 3D Artist Created instructional videos for Corel Draw, Word, and Excel. 1989–2004 [USNR Navy Dental Tech] Trained primarily as a Dental Tech, but also trained with Navy corpsmen as a field medic. QUALIFICATIONS Software Experience Maya: 8 years game production experience 3DSMax: 9 years, 8 years game production experience ZBrush: 6 years game production experience Photoshop: 18 years, 17 years game production experience 3DCoat, Crazybump, and XNormal: 5 years game production experience SpeedTree: 9 months Substance Painter: 6 months Perforce: 17 years Game Engine Experience Unreal 3: 5 years Monolith's LithTech and WorldEdit: 6 years experience Snowblind's S2 engine: 8 Months DayOne: 6 months Surreal's Riot engine: 6 years Trion Worlds World Tool: 8 Months SHIPPED TITLES Drakan: The Order of the Flame: (1999 - PC) Drakan: The Ancients' Gates: (2002 - PS2) Lord of the Rings, The Fellowship of the Ring: (2002 – PC and PS2) The Suffering, Ties That Bind (2005 – PS2 and Xbox) Stranglehold: (2007 – PC, PS3, and XBox 360) Blacksite: Area 51 (2007 – PC, PS3, and XBox 360) Wheelman: (2009 – PC, PS3, and XBox 360) Fear 3: (2010 – PC, PS3, and XBox 360) Dungeons and Dragons Online: (PC) Lord of the Rings: War in the North: (2011 – PC, PS3, and XBox 360) Defiance: (2013 – PC, Xbox 360, PS3) Middle Earth: Shadow of Mordor: (2014 – PC, PS3, PS4, Xbox 360, and XBox 1) PENDING TITLES Sony Bend Studio – Days Gone (PC, PS4, Xbox 1) Monolith – Middle Earth: Shadow of War (PC, PS4, Xbox 1).
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