
<p> Michael McKinley Experienced 3D Artist http://www.mtmckinley.net c: (360) 801-9808 h: (360) 275-4048</p><p>STUDIO EXPERIENCE: Sr. Environment Artist – Zombie Studios, Seattle, WA Feb 2013 to March 2014 I worked in the Serious Games department, creating game-like simulation and training applications for the US government. I worked in both Unreal and Unity for 3 different projects.</p><p>Content Creator – Infinite Z, Seattle, WA July 2011 to Sept 2012 To demonstrate Infinite Z’s zSpace hardware, I create models, textures, materials, etc. to use in demo applications. The focus is showing off the hardware’s stereoscopic 3D, head-tracking, and stylus controls in a semi-holographic 3D environment. I mostly worked with the Unity engine.</p><p>Freelance Creature Artist – Crazy Bump Software February 2010 to May 2010 This was a small side job creating an iPhone game with the creator of Crazy Bump. I created several creatures for his game in development (modeling, texturing, rigging, animation, lighting, rendering).</p><p>Sr. Environment Artist – Zombie Studios, Seattle, WA February 2008 to July 2011 My duties included modeling, texturing, rigging, and animating environment props. I was the primary artist involved in creating the art for puzzles and other interactive props, such as vehicles and weapons. I served as an Art Outsource Manager, working with off-site art teams. I worked predominantly with the Unreal engine.</p><p>Contract Artist – Golden Goose Games January 2008 I worked on a temporary contracting job as a 3D Artist. My duties included modeling, texturing, rigging, and animation.</p><p>Senior Artist - iWin Division 90, Seattle, WA July 2007 to Dec 2007 My duties included modeling, texturing, rigging, animation, and particle effects. For Garden Defense, I created nearly all of the characters, creatures, enemies, effects, and game play props.</p><p>Environment Artist - Buzz Monkey Software, Eugene, OR March 2006 to June 2007 My responsibilities are to create environments and props (modeling, texturing, and lighting). I also had a large hand in transferring and optimizing assets for multiple consoles, from handheld to next-generation.</p><p>Game Artist - Fever Pitch Studios, Austin, TX May 2003 to Jan 2006 My responsibilities were to lead and mentor a team of 6 artists to maintain the look and style of our projects. My work here included modeling, texturing, rigging, animation, shaders, and particle effects for environments and characters. I mostly used proprietary engines as well as the Torque engine.</p><p>Assistant Maya Instructor, Tempe, AZ Feb 2001 to Oct 2001 I assisted instructors in beginner and intermediate courses covering Maya at Collins College. I taught modeling, texturing, and animation. </p><p>3D Artist - Walrus Corp., Phoenix, AZ Feb 2000 to Jan 2001 My responsibilities were to create low-poly environments to demonstrate the capabilities of the Walrus Corp. web applications. SOFTWARE/SKILLS:</p><p> Maya/Max Particle Effects Photoshop Unreal, Unity Mudbox/Zbrush Stereoscopic 3D Rigging and Animation Outsource Management Modeling and Texturing Concept Art</p><p>WRITING WORK:</p><p>Author, Maya Studio Projects: Game Environments and Props January 2010 Wiley Publishing My third book on creating video game artwork, this time focusing on environments and props.</p><p>Author, The Game Animator’s Guide to Maya July 2006 Wiley Publishing/Maya Press Book content focused on video game rigging and animation techniques. </p><p>Author, The Game Artist’s Guide to Maya January 2005 Sybex Publishing/Maya Press My first book for the general Game Art field; focused on creating a character from scratch.</p><p>EDUCATION:</p><p>Collins College Tempe, AZ Associate of Arts Degree in Visual Communication/Major in Computer Art and Animation December 2000</p><p>I have multiple references available at my LinkedIn page. View my LinkedIn networking page.</p>
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