Alen Lapidis

714-724-9429 [email protected] http://www.alenlapidis.com

13784 Quinton Road San Diego, CA 92129

Qualifcations ‣ Provided a strong eye for composition and artistic direction, driving style exploration and visual development ‣ Offer 20 Years of experience developing environments for expansive open worlds at Blizzard Entertainment, Sony Online Entertainment, Daybreak Games and Rogue Planet Games. ‣ Experienced managing and collaborating with outsource partners; traveling for on-site feedback sessions. ‣ Trained in effective communication with experience presenting at the Art Institute of San Diego. ‣ Experienced in establishing standards and practices for level design and visual storytelling. ‣ Experienced collaborating to develop asset management pipelines and tool workfows with tech artists. ‣ Focused communications between disciplines to resolve technical hurdles, evaluate performance, and modify game models to establish a balance of fdelity and performance. ‣ Developed massive height felds and voxel worlds from concept to completion on 6 titles.

Skills & Strengths ‣ Skilled in the creation and design of hard surface and organic assets, wearables, weapons and structures. ‣ Skilled in modern texturing software (Painter, Designer and Mixer ). ‣ Skilled in high feld generation software — World Machine and World Creator. ‣ Skilled at realistic, stylized or painterly texture styles with skill in generating PBR materials. ‣ Skilled as a team lead on 3 titles, managing teams of up to 12 artists. ‣ Experienced with both Unreal and Unity. ‣ Experienced as a teacher and mentor for interns and junior artists. ‣ Experienced in coding with Python and C# and performance profling tools. Professional Experience

LEAD ENVIRONMENT ARTIST, ROGUE PLANET GAMES — PLANETSIDE 2 ( 2020 - PRESENT ) ‣ Lead, Designed, Modeled, Lit and created textures for large social hub zone “The Sanctuary”. ‣ Designed and created new lunar arena map for competitive team-based gameplay. ‣ Created “shattered” zone of the Esamir 8k map with new props, structures, lighting and skybox. ‣ Created 6 new weapons and wearables for NPC’s and players

SENIOR ARTIST, DAYBREAK GAMES COMPANY — PLANETSIDE ARENA ( ??? - 2020 ) ‣ Created interior of a massive aircraft carrier hangar for pre-game player socialization supporting 100 players. ‣ Created concept art and design work for over a dozen new props and structures. ‣ Created lighting and sky box’s for 3 new zones. ‣ Designed and lead the creation of a loot crate room and crate opening animations. ‣ Lead an effort to create a remaster of a 8k map with new materials, lighting and props/fora.

SENIOR ARTIST, DAYBREAK GAMES COMPANY — H1Z1: KING OF THE KILL ( 2016 - ??? ) ‣ Created 10k height feld, splat-masks and PBR Terrain materials for new arena zone. ‣ Remastered dozens of assets, structures and fora to update the look of the game for consoles and rebranding for PBR accurate materials and modern poly-counts. ‣ Created new day/night cycle skybox. ‣ Collaborated with the Design team to create locations in the map for good fow and visual storytelling.

LEAD ENVIRONMENT ARTIST, SONY ONLINE ENTERTAINMENT — EVERQUEST NEXT ( 2015- 2016 ) ‣ Provided management of outsource partners, contributing feedback and paint-overs for concept art. ‣ Designed and created over 25 props, fora and structures in zbrush/Maya3D. ‣ Created over 20 tiling stylized PBR materials for structures and biomes. ‣ Created 3 day/night skybox’s for different themed biomes. ‣ Provided community feedback and discussion through livestream with the players.

SENIOR ARTIST, SONY ONLINE ENTERTAINMENT — EVERQUEST LANDMARK ( 2013- 2015 ) ‣ Designed and created over 30 props, fora and structures in zbrush/Maya3D. ‣ Created over 20 tiling stylized PBR materials for structures and biomes. ‣ Worked with code on performance, providing test cases and discussions of voxel rendering techniques. ‣ Provided feedback and painters for outsource partners.

LEAD ENVIRONMENT ARTIST, SONY ONLINE ENTERTAINMENT — PLANETSIDE 2 (2012- 2013) ‣ Led a team of seven full-time artists and three interns using AGILE task management. ‣ Established standards for shader use, fdelity, asset management and world design. ‣ Worked in tandem with design to reach a high visual standard. Development of heighfeld and tiling terrain materials for three large 8k maps in World Machine and Photoshop. ‣ Created dozens of hard surface and organic props for several biomes and structures. ‣ Provided feedback and technical guidance for concept art and assets from outsource partners. ‣ Worked with programming to incorporate a shift from Diffuse to a PBR pipeline for all art assets, establishing standards, examples and guidelines for art staff. ‣ Planetside 2 won E3 Best MMO Game and Best PC Game 2012. GameSpy awarded it “Best Shooter” and “Best Free to Play”.

LEAD ENVIRONMENT ARTIST, SONY ONLINE ENTERTAINMENT — ADVENTURES (2009- 2012) ‣ Led a team of four full-time artists using AGILE task management. ‣ Deputized to conceptualize, model and texture seven zones based on the Starwars: Clonewars IP art style. ‣ Worked with design and code to provide visuals matching the show’s art style on low-end machines. ‣ Created assets for social rooms, lightsaber battle arenas, and Tower-Defense mini-games based on more than 5 ‘worlds’ from the show. ‣ Provided paint-overs, feedback and task management to outsource partners and design on Speeder Racing courses,. ‣ generated 10 million registered players.

SENIOR ARTIST, SONY ONLINE ENTERTAINMENT — FREEREALMS ( 2005- 2009 ) ‣ Creation of over 100 hard surface and organic props and structures in a stylized cartoony children’s game for a number of biomes and locations. ‣ Level design and height feld sculpting and asset placement. ‣ Conceptualized and created dozens of props and structures, lighting and concept art work for Blackspore Swamp. ‣ FreeRealms had 8 million registered users and was nominated for a Game Developer’s Choice Award

ENVIRONMENT ARTIST, BLIZZARD ENTERTAINMENT — WORLD OF WARCRAFT ( 2001- 2005 ) ‣ Designed and constructed more than 5 zones. ‣ Provided Level Design, Terrain Sculpting, Modeling and Texture work. ‣ Collaborated with designers to construct overworked combat areas and quest locations.

CINEMATIC ARTIST, BLIZZARD ENTERTAINMENT — WARCRAFT III: REIGN OF CHAOS ( 2001- 2001 ) ‣ Contributed rigging and physics simulation work for cinematic cut-scenes in 3DS Max.

Education ‣ Scott Eaton, Anatomy Online Courses and Training, 2017 ‣ Managing Emotions Under Pressure - Resolving Confict in the Workplace, 2017 ‣ SCRUM Management Training, AGILE Development, 2009 ‣ Gnomon School of Visual Effects, Hollywood, California — Certifcation: Autodesk Maya, 2005 ‣ Orange Coast College, Orange County, California - Computer Sciences, 2004

References ‣ References available upon request.