Quentin Westcott 3D Artist Artstation.Com/Qwestcott • Kirkland, WA • [email protected]

Total Page:16

File Type:pdf, Size:1020Kb

Quentin Westcott 3D Artist Artstation.Com/Qwestcott • Kirkland, WA • Qwestcott@Gmail.Com Quentin Westcott 3D Artist artstation.com/qwestcott • Kirkland, WA • [email protected] PROFILE • 6 years' experience as a Game Designer, before returning to college to become a 3D Sculptor/Artist • 7 shipped titles, including MMOs, action/adventure, horror, and arcade/action. Created world environments in Altspace VR social platform • Oculus VR, Unreal, Unity, PS3, PS4, Xbox, PC TECHNICAL • 3ds Max, Maya, ZBrush, xNormal, 3D-Coat, Photoshop, Substance Designer & Painter EDUCATION Uartsy zBrush Certification 2015 FuturePoly 2015 DigiPen Institute of Technology BFA, Digital Art and Animation 2014 Dominican University of California BFA, Studio Art 1993 PROFESSIONAL GAME EXPERIENCE Microsoft Mixed Reality VR Contract 3D Artist and visualization 11/17- 8/18 Altspace, a virtual reality social media platform on a variety of VR sets (Oculus, Windows Mixed Realty, etc) • Build, and texture 3D assets for a variety of performance standards. • Visualized and implemented world environments and event spaces for multiple users from start to finish. • Helped design scope and structure of the new world building tools for the VR user community. Xevian Industries & Vernacular Games Contract 3D & Concept Artist 05/15- 1/17 • Concept, build and texture a variety of 3D assets for unreleased mobile games. Zombie Studios Environmental Artist Intern 07/13- 12/13 Daylight, a single-player survival horror game, built in Unreal 4, for the PS4 and Microsoft Windows. • Created props in Maya/Unreal 4 for settings, including a prison area, a hospital, and a tunnel system. • Built kits of props (piping, furniture, debris, appliances) for the program to procedurally draw from. • Had my internship extended for 3 months, due to good performance. Vigil Games Senior Game Designer 03/10 – 07/10 Dark Millennium MMO, based on the Games Workshop tabletop Warhammer 40,000 war-game. • Designed regional game flow and mission arcs for a variety of factions and different races. • Created several mini-dungeon instances and multiplayer maps, using the Oblivion engine. • Designed the scope and concept for implementing and solving puzzles across the entire game. • Left during several rounds of layoffs as the company contracted. Airtight Games Level Designer 10/06 – 08/08 Dark Void, a single-player game mixing in-air & on-foot combat, built in Unreal 3, for Xbox 360, PS3, & Windows. • Concepted missions & maps. Wrote Game Design, pitch, AI, and terrain docs. White boxed levels. • Placed AI. Tuned encounters. Worked with programmers to improve AI. Mentored junior designers. iBase Entertainment Lead Level Designer 06/06 – 09/06 Sam Suede Undercover Exposure, a single-player adventure puzzle game for the PC. • Designed game flow. Wrote the Game Design Document. Left when company went bankrupt. LucasArts Level Designer 11/99 – 03/04 Indiana Jones And The Emperor’s Tomb, Armed And Dangerous, Jedi Starfighter, Star Wars Galaxies MMO • Level designer for 4 years. Created multiple levels in many shipped games, in several proprietary engines. • Wrote Game Design Docs. Designed, built, play tested, & balanced encounters, traps, enemies, world events. • Game tester & product support for 1 year. Tested Battle For Naboo, SWG MMO, Escape from Monkey Island. .
Recommended publications
  • Edición Impresa
    AJUSTE DE 65.000 MILLONES PARA SALVAR A LA BANCA Rajoy aprieta, casi ahoga 1. MÁS IVA PARA TODOS. El general sube del 18 al 21%; el reducido (alimentos, transporte...), del 8 al 10%. 2. MENOR PAGA A LOS PARADOS. A partir del séptimo mes se cobrará el 50% de la base reguladora (hoy,el 60%). 3. MENOS CONCEJALES. Re- ducción de un 30%. 4. FUNCIONARIOS, SIN LA EXTRA de Navidad. 5. SUPRESIÓN DE LA DEDUCCIÓN POR COMPRA DE VIVIENDA, instaurada hace 6 meses. 6. ENDURECIMIENTO DE LAS PENSIONES, sin concretar detalles. 7, 8, 9... 4y5 ZARAGOZA Fundado en febrero de 2000. El primer diario que no se vende Jueves 12 JULIO DE 2012. AÑO XIII. NÚMERO 2875 Interior retira la escolta a exministros del PSOE para ahorrar. Zapatero la mantendrá. 6 Médicos de familia atenderán a los inmigrantes irregulares que ya sean sus pacientes 6 LLEGAN LOS GRANDES FESTIVALES DELVERANO El FIB y el BBK empiezan hoy, con The Cure, Lr.Bob Dylan (foto), Radiohead, David Guetta... 15 OTRO FRACASO DE PILAR RUBIO, Y VAN 5 18 El tiempo en Zaragoza, hoy MÁXIMA 32 | MÍNIMA 14 Tarazona 27/11. Calatayud 32/13. Huesca 31/12. Teruel 31/10. Mequinenza 33/14. Madrid 33/16. Sorteos JAVIER LIZÓN / EFE ONCE (miércoles 11) 67488 CARGAS POLICIALES CONTRA LAS PROTESTAS Bonoloto (miércoles 11) 8-11-16-22-23-41 (C33 R6) La protesta de los mineros en Madrid, que congregó ayer a miles de personas, finalizó con cargas de la Policía: hubo 76 heridos, 33 de ellos policías, ONCE (martes 10) 09245 y 8 detenidos, ninguno de ellos minero.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • Financial Results Fiscal Year Ended March 31, 2014
    Outline of Results Briefing by SQUARE ENIX HOLDINGS held on May 12, 2014 We would now like to begin the Financial Results Briefing Session of SQUARE ENIX HOLDINGS (the “Company”) for the fiscal year ended March 31, 2014 (the “FY2014/3”). Today’s presenters are: Yosuke Matsuda President and Representative Director and Kazuharu Watanabe 1 Chief Financial Officer. First, Matsuda will give a summary overview of the Company’s financial results for the FY2014/3 , and then explain the Company’s business strategy. Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries' (together, “SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward-looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP’s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4.
    [Show full text]
  • GAME DEVELOPER TOP 50 the Best Ideas Evolve
    THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better.
    [Show full text]
  • James Hill Resume 2018
    JAMES HILL Greater Seattle Area | www.thirdj.com | [email protected] | 530.306.0022 OBJECTIVE To work and expand my knowledge as a visual effects artist in a fast paced environment utilizing my artistic and technical skills EXPERIENCE VFX ARTIST (Contract) OCULUS 10/2018- Current • Creating and optimizing VFX and Materials for an unannounced project SENIOR TECHNICAL VFX ARTIST FUNBITS LLC 07/2014-10/2018 Primary responsibilities included concepting, prototyping, creating, and maintaining performance on visual fx on a wide range of platforms from Mobile VR to high-end PC. During my time at Fun Bits I met regularly with design, tech, and art leads to help overcome challenges that both sides presented. This helped me grow both artistically and technically in other areas of game/VR experience dev from lighting, tech art and materials, rigging, poly reduction and preparing props, landscapes for lighting, and GPU optimization. SHIPPED TITLES Squids From Space -PC (Early Access) Steam -2018 Orbital Loop VR -Google Daydream -2016 Virtually Live: Hampden Demo - HTC Vive -2016 Halp: Oculus VR -2016 Sony Santa Monica Studio’s “Fat Princess Adventures” PS4 -2015 • Worked closely with Graphics Engineers to develop a GPU based particle system from the ground up. All of the fx were scripted using PSSL, then compiled and edited directly on the PS4. • Designed all player class fx (archer, mage, engineer, and warrior), including multiple variations and levels of weapon fx • Worked with Design team to quickly prototype, implement, and refine boss fights sequences. • Created enemy, NPC, gore, no-gore, ambient, and environmental based fx • Worked with Engineers to help maintain an average of 2-3ms for particle fx, meeting or exceeding our publishers requirements of 1080p at 60fps.
    [Show full text]
  • Exploring the Language and Grammar of Video Games
    Authored Agency: Exploring the Language and Grammar of Video Games by Allen Kwan A Thesis presented to The University of Guelph In partial fulfilment of requirements for the degree of Doctor of Philosophy in School of English and Theatre Studies Guelph, Ontario, Canada © Allen Kwan, January, 2016 ABSTRACT AUTHORED AGENCY: EXPLORING THE LANGUAGE AND GRAMMAR OF VIDEO GAMES Allen Kwan Advisor: University of Guelph, 2016 Professor Alan Filewod This thesis is an examination of narrative structure of single-player story-driven video games, shifting the focus toward the exploration of their design and methods by which game designers and authors are able to use the language of interactivity in order to convey meaning to a video game player. Although the role of the player is important in examining video game narratives, it is only recently that scholars and critics have begun to examine the role that the game designer has in creating the conditions that allow for meaning to be created in the first place. This thesis examines the narrative structure of video games by exploring the major attempts to define a language of video games and using this criticism to suggest a greater shift toward considering how many moments of interactivity are purposefully designed in order to encourage a specific interpretation of the game’s narrative. The thesis surveys a significant number of video games to help illustrate how player interactivity is specifically authored and uses this survey to provide context for a more in depth discussion of major single-player story-driven video games released in the last few years.
    [Show full text]
  • (Read Free Ebook) the Dark Entry
    [PDF-efc]The Dark Entry The Dark Entry Dark Rukia | Bleach Wiki | FANDOM powered by Wikia Dark Void - Wikipedia Dark Chronicle - Wikipedia Mon, 08 Oct 2018 23:24:00 GMT Dark Rukia | Bleach Wiki | FANDOM powered by Wikia Dark Rukia (??? ???, D?ku Rukia) is a malicious, alternate form of Rukia Kuchiki, created when Rukia was forcibly merged with Homura and Shizuku. Contents[show] Appearance Being a combination of Rukia, Homura and Shizuku, Dark Rukia possesses physical qualities from each of the three. She is... Dark Void - Wikipedia Dark Void is a video game developed by Airtight Games using the Unreal Engine 3 and published by Capcom for the PlayStation 3, Xbox 360 and Microsoft Windows.In the game, players must face an alien threat that humanity had previously banished. The game mixes on- foot and mid-air combat. It was released worldwide in January 2010. (Read free ebook) The Dark Entry Dark Chronicle - Wikipedia Dark Chronicle, which was released as Dark Cloud 2 in North America, is an action role- playing game developed by Level-5 Inc. and published by Sony Computer Entertainment for the PlayStation 2.It was released in Japan in November 2002, in North America in February 2003, and in Europe in September 2003. The game is a spiritual sequel to a 2000 game titled Dark Cloud, with which it shares the ... Download Dark-Sky Site Directory: New Jersey - observing sites Restrictions: Site of New Jersey Astronomical Association's Paul Robinson Observatory. The observatory is usually open Saturday evenings and Sunday afternoons for visitors from Memorial Day through Halloween, and on the fourth Saturday evening of the month from November to May.
    [Show full text]
  • Ludonarrativity and Player Agency The
    Running Head: LUDONARRATIVITY AND PLAYER AGENCY THE GAME’S AFOOT: LUDONARRATIVITY AND PLAYER AGENCY IN SCIENCE FICTION CRIME GAMES A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY RACHEL L. WOOD DR. KEVIN MOLONEY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2020 LUDONARRATIVITY AND PLAYER AGENCY 2 Acknowledgements I’d like to thank my thesis advisor, Dr. Kevin Moloney, as well as Dr. Tim Huang and Dr. Ben Bascom for their invaluable guidance throughout my writing journey. I also owe so much to my parents and my cohort for being listening ears to my ideas and sharp eyes to my wordy sentences. Special thanks to the Caffeinery for providing excellent Americanos and the perfect writing space two (or three or four) times every week. LUDONARRATIVITY AND PLAYER AGENCY 3 Abstract THESIS: The Game’s Afoot: Ludonarrativity and Player Agency in Science Fiction Crime Games STUDENT: Rachel Wood DEGREE: Master of Arts COLLEGE: College of Communication, Information and Media DATE: May 2020 PAGES: 82 When it comes to interactivity, detective plots in video games encounter an interesting barrier: the game must guide the player to a predetermined solution, since the narrative can’t continue without some sort of conclusion, but limit the player’s access to information to keep them in suspense. This study analyzes the intersection of story, setting, and gameplay: how do games use the reconstruction of a crime as a functioning, player-controlled narrative? How does the science fiction setting allow designers to use more interactive gameplay techniques? This study focuses on the analysis of narrative and gameplay techniques in Trauma Team (2010) and Detroit: Become Human (2018), specifically how the crossover of genres impacts a player’s ability to control the narrative rather than follow the typical linear problem-solving process of crime games.
    [Show full text]
  • Download Resume [PDF Format]
    D E R E K W A R N E R [email protected] www.derekwarner.com OBJECTIVE To use my knowledge, skills, and expertise, to create cutting edge entertainment in the video game industry. EDUCATION The Art Institute of Phoenix 2000 – 2003 Bachelor of Arts majoring in Video Game Art and Design June 19th, 2003 SKILLS APPLICABLE SKILLS Unreal Engine 3 and 4 Level Design and Creation Level prototyping 3d Environment Design Game Scheduling and Production AI scripting and balancing Advanced Unreal Kismet Scripting Unreal Blueprint Scripting Xbox 360 Development Steam Development PlayStation 3 Development PlayStation 4 Development Xbox One Development SOFTWARE KNOWLEDGE 3d Studio Max Unreal Engine 3 Adobe Photoshop Unreal Engine 4 Adobe Illustrator Google Sketch up Blender WORK EXPERIENCE March 2018 – Blind Squirrel Games Level blockout and creation Current Scripting of gameplay objects DRIFTERS Cutscene creation SENIOR LEVEL DESIGNER UI design March 2016 – Crystal Dynamics Single and multiplayer level scripting February 2018 Level blockout and design THE AVENGERS PROJECT Game mode scripting and design SENIOR DESIGNER SHADOW OF THE TOMB RAIDER Created and blocked out levels SENIOR DESIGNER Scripted AI Combat (Playstation 4, Xbox One, PC) Focused on new enemy AI combat scripting SHIPPED TITLE Focused on traversal and runout section Created new and interesting combat with unique enemies for series June 2014 – Red 5 Studios Created and blocked out many core missions January 2016 Created the layout and blockout for a new zone, The FIREFALL Amazon Warzone
    [Show full text]
  • 2014 Annual Report
    2014 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them.
    [Show full text]
  • Lab Coats, Heroes and Impending Doom, the Visibility of Science in Video Games
    Lab coats, heroes and impending doom, the visibility of science in video games Merja de Konink, 4020324 Master thesis History and Philosophy of Science Supervisor: Dr. F.D.A. Wegener Second reader: Dr. P. Huijnen Table of Contents Introduction ................................................................................................................................................... 4 Note on referencing ...................................................................................................................................... 9 Chapter 1 Hero or villain? The use of science in video game narrative ...................................................... 10 Introduction ............................................................................................................................................. 10 Part 1 interacting with video games Accessibility of games ................................................................... 10 Part 2 Playing with science in fiction ....................................................................................................... 21 Conclusion chapter 1 ............................................................................................................................... 31 Chapter 2 Mastering science or losing control ............................................................................................ 34 Introduction ............................................................................................................................................
    [Show full text]
  • Enterpriseseattle Interactive Media Study Cover
    Interactive Media Study November 2007 Prepared for: Prepared by: enterpriseSeattle Community Attributes 1301 Fifth Avenue, Suite 2500 Seattle, WA 98101 Chris Mefford , Principal (206) 389-8650 Mike Babb , Project Analyst info@enterpriseSeattle Dawn Couch , Project Analyst www.enterpriseSeattle.org For more information on the study, please contact: Kristina Hudson, Business Development Manager 1301 Fifth Avenue, Suite 2500 Seattle, WA 98101 Phone: (206) 389-8657 Email: [email protected] Community Attributes tells data-rich stories about communities that are important to decision makers. Chris Mefford, Principal 109 W Denny Way, Suite 316 Seattle, WA 98119 Phone: (206) 523.6683 Email: [email protected] About enterpriseSeattle Founded in 1971, enterpriseSeattle, formerly known as the Economic Development Council of Seattle and King County, is an economic development partnership charged with the mission of building a competitive, world-class economy in King County and its 39 cities through the expansion, retention, and recruitment of businesses to the region. Funded through a combination of public and private investment, the organization provides one-on-one, confidential consulting services, free-of-charge, to businesses seeking to establish, expand, or relocate to the area. For more information, visit www.enterpriseSeattle.org . CONTENTS Executive Summary...............................................................................................................................i Introduction..........................................................................................................................................4
    [Show full text]