Mark Peasley

Mark Peasley

M ark Peasley 425.518.2049 [email protected] www.ibuild3d.com Professional 3D artist and designer looking for creative opportunities. Extensive development experience on PC, Xbox, 360 and Xbox One. Expert knowledge of 3D asset creation & production. Excellent communication skills across multiple disciplines. Very adaptive to new art production pipelines and developing under tight scheduling constraints of small to AAA productions. Microsoft Art Lead for multiple track environments on Forza Motorsport 5. Involved in all Turn 10 Studio aspects of content creation, V-Ray lighting, scheduling, managing internal and Amaxra, Inc. external artists. Heavily involved in R & D of new techniques, processes and Art Lead technology to push the visual envelope. High poly & low poly workflows. Physical 2012 - Present based shader development and usage. Tools and pipeline prototyping. Digipen Institute Digital Arts Department Chair involved with planning, scheduling, and curriculum of Technology development. B.F.A. and M.F.A. program development oversight. Senior lecturer Department Chair teaching beginning through advanced 3D modeling, texturing, lighting, and Senior Lecturer rendering using 3DS Max & Maya. Taught advanced character animation and 2009 - 2012 rigging techniques using 3DS Max. Lecture and teach over 70 students on a daily basis. Responsible for establishing curriculum, syllabus and lesson plan for basic & advanced 3D, character rigging, lighting, rendering and compositing. Development of curriculum for B.F.A. & M.F.A programs. Academic Advisor for computer art majors. Microsoft Executive demo team. Designed, prototyped and developed content for a fully 3D Research Stereoscopic UI system using Kinect 3D motion input system and a custom XNA Contract Art Lead development engine. Textured & rigged next-gen avatar system using Kinect 2010 - 2011 system. Created visualization of medical interaction scenarios with UI development using Kinect system. Microsoft Art Lead on numerous products released on the Xbox, Xbox 360 and PC, including Art Lead two Platinum (1M+) selling AAA titles. Technical Art Lead Team leader and manager of 15 environmental artists in Aces Game Studio. 2001 – 2009 Led a team of artists in modeling, texturing, character animation and lighting on multiple race tracks for Forza Motorsport and Forza Motorsport 2 on the Xbox and Xbox 360 console. Identified and facilitated improvements in art pipeline as a Technical Art Lead on Forza Motorsport 2. Worked with tools programmers to develop new technologies and improve game performance. Art directed an external overseas developer on Midtown Madness 3 (Xbox). Art Directed cut scene cinematic and motion graphics. Oversaw vendor contracts and asset creation on numerous projects. Generated complex content production schedules across studio wide products with varying deadlines. Assist in developing UI designs, 3D assets, FMV video assets & character animations using Photoshop, CorelDraw, 3DS Max, Illustrator & After Effects. Products: Forza Motorsport 2, Forza Motorsport, Flight Simulator, Train Sim 2, ESP, Midtown Madness 3, RalliSport Challenge. Gas Powered Built up a team of artists and animators for a startup studio. Determined 3D Games animation system and software usage for entire company. Developed Art Director & implementation production plan, art pipeline and production schedules. Animator Led a team of 7 artists & animators. 1999 - 2001 Character rigging and key-frame animation on numerous creatures. Schedule and task management for entire art team. Prototyping, conceptual wire-faming, logo design, product UI design, web site design & product POP design material. Product: Dungeon Siege. Education Oregon State University B.F.A. - Graphic Design & Illustration Software 3DS Max, Maya, Photoshop, Vue, Mudbox, Zbrush, Flash, After Effects, CorelDraw, Proficiency Illustrator, Painter, Premier, Office Suite, MS Project, MS Publisher, Expression Studio. Extensive game engine development & usage. Lighting experience using Mental Ray & V-Ray. Experience with render farms using Backburner & Muster. Speaker Gamefest - Track creation from real-world assets Game Developers Conference - 3D Asset Management University of Washington - Character creation for computer and console games Author Introduction to Game Development - Charles River Media (2nd edition), Visual Design chapter. Game Developer Magazine - Feature, columns & product review. Articles: Arachnophobia: Animating a multi-legged creature, Unmasking Photoshop's Layers, File organization and Naming Schemes, Interface Design for Games, Building a Game Font, Terraforming & Tiled Terrain. Various product reviews. U. S. Patents Computerized Flight Simulation Control Sampling and Production System and Method - Sierra Online Use of Scientific Models in Environmental Simulation - Microsoft .

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