Kirkwood Justin

Total Page:16

File Type:pdf, Size:1020Kb

Kirkwood Justin JUSTIN EXPERIENCE Looking for full time in house work - Character Artist 2019 - Present KIRKWOOD Looking for 3D character art work in the Montreal area. CHARACTER ARTIST Willing to relocate within Canada. Big Ant Studios - Character Artist 2018 - 2019 Cricket 19 - The Official game of the Ashes Production of player heads including photogrammetry processing, sculpting, wrapping & texturing. Creation of hair assets. Playstation 4, Xbox One, Nintendo Switch, PC. Big Bash Boom Production of player heads including photogrammetry processing, sculpting, wrapping & texturing. Creation of hair assets. Playstation 4, Xbox One, Nintendo Switch, PC. Wymac Gaming Solutions - Lead Character Artist 2016 - 2018 Fortunes of the brave CONTACT Development and production of game characters, including Hi-res sculpting, Retopology, UV Mapping and Texturing. [email protected] Custom hardware, Gambling Machine. Montreal, Quebec, Canada Wicked Witch Software - 3D Artist 2014 - 2016 www.artbyjustink.com AFL Evolution Art & asset creation including environments, stadiums and props. 438 - 763 - 1298 Playstation 4, Xbox One, PC. Rugby Challenge 3 Environments, stadiums, player characters and tattoos, player jerseys, advertising, SOFTWARE crowd and flags, ui textures and other game development. Maya Playstation 4, Playstation 3, Xbox One, Xbox 360, PC. Z Brush Warhammer: Snotling Fling Photoshop Asset creation including buildings, environments and War Machine textures. Substance Painter iOS, Android. Marvelous Designer 3D Coat Quixel Suite EDUCATION Knald / xNormal Marmoset Toolbag X-Gen Computer Graphics Masters Academy - CGMA 2018 - 2018 Unity 3D Hair creation for games by Johan Lithvall Agisoft Photoscan Wrap 3 Academy of Interactive Entertainment Melbourne 2012 - 2013 SVN/GIT Version Control Advance Diploma of Professional Game Design - Game Art Lilydale High School 2006 - 2008 Certificate II - Information Technology SKILLS Certificate II & III - Digital Multimedia Year 12 HSC Digital Sculpting High and low poly modeling REFERENCES Texture map baking UV unwrapping Realistic and stylized texturing PBR and legacy texture workflows Jacob Thomas - Art Director Benjamin Ee - Art Director Photogrammetry Big Ant Studios Wymac Gaming Solutions Basic rigging and skinning [email protected] [email protected] 61 432 450 601 61 468 903 818.
Recommended publications
  • Identity and Identification in the Historical Video Games Set in the Middle Ages
    FACTIONS AND NATIONS: IDENTITY AND IDENTIFICATION IN THE HISTORICAL VIDEO GAMES SET IN THE MIDDLE AGES JUAN FRANCISCO JIMÉNEZ ALCÁZAR UNIVERSIDAD DE MURCIA SPAIN Date of receipt: 1st of February, 2021 Date of acceptance: 9th of March, 2021 ABSTRACT Historical video games offer players the opportunity to choose different options for managing factions and nations of the past, with which they can come to identify. The interactive and immersive nature of the medium makes this possible, and the thrill of winning or losing is enhanced by this ability to assimilate. The study focuses on those set in the medieval period, where factions respond to the various historical stages that define it. In this identity process through the video game, the player assumes a virtual role in which individual or group feelings that historically define their identity are reflected. These titles, as products of cultural expression, are also manifestations of those who have designed them, and inaccuracies due to cultural clichés or factors to be more entertaining —playability— are often resolved by gamers through the mod phenomenon. KEY WORDS Historical video game, Middle Ages, Identity, Nation, Avatar. CAPITALIA VERBA Historicorum Videoludi, Medium Aevum, Identitas, Natio, Locumtenens. IMAGO TEMPORIS. MEDIUM AEVUM, XV (2021): 451-489 / ISSN 1888-3931 / DOI 10.21001/itma.2021.15.15 451 452 JUAN FRANCISCO JIMÉNEZ ALCÁZAR 1. Options1 We must not insist on the fact that video games are a reality. It is not necessary, regardless of the position one may hold in principle about this phenomenon. Video games are a medium that came to stay and their globalization is already a fact.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • Game on 030129C
    Game Plan: Game On A Blueprint for Growing the Victorian Computer Game Industry Contents Minister’s Message 1 Game Plan Achievements 2 New Game Plan Commitments 3 A World of Opportunity 4 Growing Tomorrow’s Industries Today 5 Made in Victoria 6 Victoria’s Computer Game Industry 7 Improving Infrastructure 8 Sony PlayStation 2 Development Kit Program 8 Cocoon Game Development Studio 9 Improving Bandwidth 9 Motion Capture Opportunities 10 Docklands Film and TV Studio 11 Game Classification 12 Australian Games Innovation Centre 13 Growing Local Businesses 15 Venture Capital 15 Market Intelligence 15 Film Victoria’s Digital Media Fund 16 Trade Fairs and Missions Program 16 Game Developers’ Association of Australia 18 Australian Game Developers’ Conference 18 Attracting Investment 20 Developing Skills 21 Training for a Better Future 21 Skills x Knowledge = Growth 21 Game-related Courses 22 Skills Cross-Over 22 Australian Centre for the Moving Image 23 Computer Games at the State Library of Victoria 23 To Find Out More 25 Minister’s Message first of its kind in Australia — was followed up with Game Plan: The Next Level in November 2001. This follow-up plan included new initiatives to fuel momentum in the games sector. Game Plan: Game On is the Victorian Government’s latest strategy for the computer game industry, and reflects our ongoing commitment to the sector. Game Plan: Game On reports on our achievements to date and offers a blueprint for further action. Our priorities in all three Game Plan strategies are to improve infrastructure, grow local businesses and develop skills. Game Plan: Game On acknowledges Victoria’s strengths — our skilled and adaptable workforce, Victoria’s computer game companies provide highly robust economy, innovative culture and outstanding skilled jobs and generate valuable export revenue.
    [Show full text]
  • Playing for Keeps Enhancing Sustainability in Australia’S Interactive Entertainment Industry © Screen Australia 2011 ISBN: 978-1-920998-17-2
    Playing for Keeps Enhancing sustainability in Australia’s interactive entertainment industry © Screen Australia 2011 ISBN: 978-1-920998-17-2 The text in this report is released subject to a Creative Commons BY licence (Licence). This means, in summary, that you may reproduce, transmit and distribute the text, provided that you do not do so for commercial purposes, and provided that you attribute the text as extracted from Screen Australia’s report Playing for Keeps: Enhancing Sustainability in Australia's Interactive Entertainment Industry, November 2011. You must not alter, transform or build upon the text in this report. Your rights under the Licence are in addition to any fair dealing rights which you have under the Copyright Act 1968 (Cwlth). For further terms of the Licence, please see http://creativecommons.org/licenses/by-nc-nd/3.0/. You are not licensed to reproduce, transmit or distribute any still photographs contained in this report. This report draws from a number of resources. While Screen Australia has undertaken all reasonable measures to ensure its accuracy we cannot accept responsibility for inaccuracies and omissions. www.screenaustralia.gov.au/research Cover picture: Gesundheit! Developed by Revolutionary Concepts and published by Konami Report design: Alison White Designs Pty Limited Contents EXECUTIVE SUMMARY 2 BUILDING A KNOWLEDGE BASE 4 ECOLOGY OF THE SECTOR 6 High-end console games 7 Games for digital distribution 8 Publishing and distribution 9 Creative digital services 10 Middleware and related services 11 FACTORS IMPACTING SUSTAINABILITY 13 Shifting demographics 14 Growth factors 18 Industry pressure points 20 OPTIONS TO SUPPORT SUSTAINABILITY 23 Current government support 23 Future support 24 Alternator character Courtesy: Alternator Pty Ltd 1 Executive summary The challenges facing the interactive INTERACTIVE INDUSTRY entertainment industry are intrinsically ENTERTAINMENT IS A PRESSURE POINTS linked to those of the broader screen MAINSTREAM ACTIVITY Despite growing participation, the sector.
    [Show full text]
  • See Press Release
    MEDIA RELEASE FROM TRU BLU ENTERTAINMENT AN AFL EVOLUTION SET FOR FRIDAY MAY 5 Sydney, Australia – 6th April 2017. Tru Blu Entertainment, the AFL and AFL Players’ Association today announced the new video game AFL Evolution will be released on Friday May 5, 2017 on selected consoles. Tru Blu Entertainment (AFL Licensee), in conjunction with Wicked Witch Software, is in the final stages of production on AFL Evolution with the game to be available on PlayStation 4, Xbox One and followed soon after on PC (Steam). AFL Evolution represents the next evolution in AFL video games and fans will get to experience the game as never before thanks to a completely new gameplay system built from the ground up. Following a fan poll on AFL.com.au, it was announced that Western Bulldogs Premiership star Marcus Bontempelli, Port Adelaide’s Chad Wingard and Sydney Swan Isaac Heeney would grace the front cover design. AFL Evolution features over 80 teams from the AFL, VFL, TAC Cup, NAB Under-18s Championships and International Cup, as well as multiple bonus teams such as the Indigenous All Stars. The Career Mode will enable fans to experience the excitement of the Toyota AFL Premiership Season from both sides of the fence. AFL Evolution takes gamers beyond the field of play allowing them to manage the team via the drafting and trading of players, the salary cap, training, the tribunal and much more. The Career Mode elevates the experience to another level once fans are ready to take the field. Fans can build a player from the ground up, then work their way up through the ranks from the TAC Cup to the elite level.
    [Show full text]
  • Kirkwood Justin
    JUSTIN EXPERIENCE Freelance character artist 2019 - Current KIRKWOOD Creating high-quality real time characters for such clients as: CHARACTER ARTIST - Next-Gen Dreams - Studio Mayday - Samurai Punk Big Ant Studios - Character Artist 2018 - 2019 Production of player heads including photogrammetry processing, sculpting, wrapping & texturing. Creation of hair assets. Wymac Gaming Solutions - Lead Artist / Lead Character Artist 2016 - 2018 Managing an art team of 6, inclulding work overview / approvals, ticket creation, and hiring. Creating workflows and art pipelines for multiple projects. Development and production of game characters, including Hi-res sculpting, Retopology, UV Mapping and Texturing. Wicked Witch Software - 3D Artist 2014 - 2016 3D generalist on various mobile / console titles. Work included creation of in-game sports stadiums, player likenesses, clothing and other game development for console and hand painted assets for mobile titles. CONTACT SHIPPED TITLES [email protected] www.artbyjustink.com Cricket 19 - The official game of the ashes - Playstation 4, Xbox One, Nintendo Switch, PC. Melbourne, Australia Big Bash Boom - Playstation 4, Xbox One, Nintendo Switch, PC. +61 406 971 615 Fortunes of the brave - Custom hardware, Gambling Machine. AFL Evolution - Playstation 4, Xbox One, PC. Rugby Challenge 3 - Playstation 4, Playstation 3, Xbox One, Xbox 360, PC. - iOS, Android. SOFTWARE Warhammer: Snotling Fling Maya Z Brush EDUCATION Photoshop Substance Painter Marvelous Designer Computer Graphics Masters Academy - CGMA
    [Show full text]
  • Freeplay 2011 Print Program
    Freeplay 2011 Print Program - v0.4 - 14-08-11 1 15/08/11 10:11 AM Freeplay 2011 Print Program - v0.4 - 14-08-11 2 15/08/11 10:11 AM A MESSAGE FROM THE DIRECTOR Every creative act begins with an idea. What happens to the idea after that is a long, slow, sometimes brilliant, sometimes difficult process of kneading and shaping, moulding and smoothing, trying and failing, observing and ex- perimenting, before the idea takes on any sort of tangible presence in the real world. If Freeplay in 2010 was about looking out at the much wider world of play and how it connects with videogames, culture, art, education, and society, then Freeplay in 2011 is about looking at the individual and their role in not only the development of an idea into a game, but also in the individual's role in poli- tics, in culture, in creativity, and in a wider artistic sphere. To do that, we've widened the scope of the festival, introducing a new Playful Program that we hope takes games out into the streets and bars of Melbourne, we've created a new Interview Series to dig into what makes some of our most prominent creatives tick. We've brought back the awards to celebrate the best in local independent development, and we've built a conference program that tries to draw together a unique mix of developers, artists, students, educators, critics, and players. We look forward to seeing you at the Festival. We made it just for you. Paul Callaghan STAFF FREEPLAY BOARD Director Hugh Davies, Cameron Rogers, Robert Pulham, Paul Gurney, David Surman Paul Callaghan Communications
    [Show full text]
  • GDAA Submission to the ECRC Inquiry Into the Future of The
    Submission to Senate Environment and Communications References Committee Subject Inquiry into the Future of Australia's Video Game Development Industry Date 18 September 2015 Game Developers’ Association of Australia Submission to Inquiry into the Future of Australia's Video Game Development Industry INTRODUCTION The Game Developers’ Association of Australia (GDAA) welcomes the opportunity to respond to the Senate Environment and Communications References Committee’s (SECR) inquiry into The Future of Australia’s Video Game Development Industry. This submission addresses the Terms of Reference as provided by the SECR: a. How Australia can best set regulatory and taxation frameworks that will allow the local video game development industry to grow and fully meet its potential as a substantial employer b. How Australia can attract video game companies to set up development operations in Australia and employ local staff c. How export opportunities from Australia's local video game industry can be maximised d. Any other related matters. In this submission we have provided: • A brief description of the GDAA • An insight into the local and global digital games industry • An overview of the state of the interactive game development sector in Australia • A synopsis of the challenges and opportunities faced by the interactive game development sector in Australia For the purposes of clarity, the use of the term ‘games’ or ‘gaming’ in this submission does not refer to the gambling sector in any form, but rather the products, and the development of those products, in the digital games industry. Additionally, the terms ‘interactive games’, ‘video games’ and ‘digital games’ are interchangeable and refer to games that are created for and/or played on digital devices, including but not limited to, mobile and tablet devices, personal computers and home consoles.
    [Show full text]
  • Weekly News Digest #3
    Jan 18 — Jan 24, 2020 Weekly News Digest #3 Hi everyone, The investment activity in the gaming market continues to accelerate with the recent IPO announcements of Huuuge and Krafton. The latter may become one of the biggest gaming companies worldwide with a $27B rumored valuation. Furthermore, Microsoft, Google, and Amazon consider acquisitions in the gaming space, as reported by Brad Sams. Tencent is also on the edge to acquire some large gaming business (U.S.­ or South Korea­based), considering debt financing of several billion dollars, as reported by TMT Finance. Such a step is what you can expect from the #1 strategic investor, based on the InvestGame Annual Report. Our colleagues at Niko Partners have published an update on Tencent deals over 2020. We’ve integrated the Niko Partners’ and Master the Meta’s data into our deals database and published it here. Huuuge shared IPO details: planning to raise $150m Poland­based social casino game developer and publisher Huuuge Games has officially announced its intention to raise approximately $150m via IPO on the main market of the Warsaw Stock Exchange. The company plans to use most of the future proceeds to support further potential acquisitions expanding its core social casino games portfolio and publishing capabilities; In addition to the sale of new shares, shareholders will publicly sell existing shares leading to a free­float rate of over 25%. Founded in 2014 by Anton Gauffin, Huuuge Games is a F2P mobile game developer and publisher, mainly known for social casino titles. Huuuge operates through 3 core business divisions: ­ Mighty: development and publishing of social casino games; ­ Brave: publishing of casual games; ­ HuuugeX: research and early­stage development of casual games.
    [Show full text]
  • Department of Communications and the Arts Australian and Children's
    Submission to Department of Communications and the Arts Subject Australian and Children’s Screen Content Review Date 21 September 2017 Table of Contents 1. Introduction ............................................................................................................................... 3 2. About IGEA ................................................................................................................................ 4 3. Executive Summary .................................................................................................................... 4 4. Responses to Questions ............................................................................................................. 5 5. State of the Interactive Games Industry ................................................................................... 17 A. Global and Australian interactive games industry ........................................................... 17 B. Australian interactive games development ..................................................................... 18 C. Impediments to the growth of Australian games development....................................... 19 6. Parliament Reports on Australian Video Game Development ................................................... 22 A. Senate – Future of Australia’s video game development industry ................................... 23 B. House of Representatives – Inquiry into innovation and creativity .................................. 24 7. Factors to Grow and Sustain Australia’s Video
    [Show full text]
  • DIGITAL GAMES Cover Image Image Courtesy of League of Geeks
    DIGITAL GAMES Cover image Image courtesy of League of Geeks This page Image courtesy of PAX Australia 2016 Facing page Image courtesy of League of Geeks DISCLAIMER Austrade does not endorse or guarantee the performance or suitability of any introduced party or accept liability for the accuracy or usefulness of any information contained in this Report. Please use commercial discretion to assess the suitability of any business introduction or goods and services offered when assessing your business needs. Austrade does not accept liability for any loss associated with the use of any information and any reliance is entirely at the user’s discretion. © Commonwealth of Australia 2017 This work is copyright. Apart from any use as permitted under the Copyright Act 1968, no part may be reproduced by any process without prior written permission from the Commonwealth, available through the Australian Trade & Investment Commission. Requests and inquiries concerning reproduction and rights should be addressed to the Marketing Manager, Austrade, GPO Box 5301, Sydney NSW 2001 or by email to [email protected] Publication date: July 2017 2 DIGITAL GAMES TALENTED AND EXPERIENCED VIDEO GAME PROFESSIONALS DIGITAL GAMES 3 INTRODUCTION The Australian game development industry has a long INDUSTRY history of performing at a high level within a competitive OVERVIEW global industry. Australian-made games have topped sales charts, received major industry awards and INDUSTRY STRENGTHS enjoyed wide coverage in the international media. The video game sector is bolstered by This report provides an overview of the INDUSTRY strong capability in other complementary Australian video game industry’s key ORGANISATIONS industries, including animation and visual capabilities.
    [Show full text]
  • Download Download
    Loading… The Journal of the Canadian Game Studies Association Vol 10(17): 1-20 http://loading.gamestudies.ca Learning a Sport through Video Gaming: A Mixed-Methods Experimental Study Seth E. Jenny Scot M. Rademaker Slippery Rock University of Pennsylvania Winthrop University [email protected] [email protected] Jinwook J. Chung David P. Schary Winthrop University Winthrop University [email protected] [email protected] Abstract This study examined the impact of playing a sport video game on learning the sport as well as how the game may influence future intentions of watching or playing the sport. Utilizing American university students with little prior knowledge of cricket, this study employed a mixed-methods pre/post intervention design with randomized experimental (EG; n = 43) and control (CG; n = 46) groups. Results indicated that cricket knowledge significantly increased for the EG pre-test to post-test (p < .05, = 0.19; particularly regarding cricket rules, terminology, player positions, and field layout), while the CG did not significantly differ. A significant difference was also found between the EG and CG for interest in playing cricket (p < .05, = 0.9). Qualitative findings supported that video gaming motivated intentions to watch and play cricket. Sport video games can facilitate increased sport knowledge, sport appreciation, and intentions for future physical activity. Author Keywords Xbox; sport video gaming; instructional technology; eSport, Exergaming; cricket Introduction The popularity of video gaming within the United States (U.S.) is undeniable. An estimated 155 million Americans play video games with 42% playing three hours or more per week (Entertainment Software Association [ESA], 2015).
    [Show full text]