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Patrick Morrison
Cell Phone - (310) 384-6558
E-mail - paedrig@gmail.com
Web Site - www.godofshadows.com


Position:
3D Character Artist.

Experience:

2007 Neversoft Entertainment (December 2006 – Present)

Character Artist: Tony Hawk 9, Guitar Hero
• Using ZBrush as well as High Resolution Source models to create low-poly Next Generation characters for in-game play.
• Creating Models and Textures for Characters and Props in Next Generation titles.

2006 Activision (April 2006 – December 2006)

Character Artist: Call of Duty 3, Unannounced Titles
• Used Next Generation Laser and Light Scanners to capture High Resolution source data for Normal Map creation.
• Resurfaced high resolution scan data for use in Next Generation game engines and created Diffuse, Specularity and Normal Maps.

Environmental Artist: Call of Duty 3
• Modeled and Textured Environmental Assets for Current Generation and Next Generation consoles.
• Worked with Proprietary Shader Software, created Next Generation Shaders.

2006 Teaching – The Art Institute of California – Orange County

Guest Lecture:
• Assisted professor Andrew Clayton in his Senior level Portfolio class.
• Demonstrated Texturing methods to match different studio styles.

2006 Contract Work – Project: RUIN

Character Artist:
• Created two Low Polygon Models that were Rigged and Textured for use in an RTS Modification for Warhammer.

2005 Contract Work – Student Demo Reel

Character Artist:
• Created a High Poly Character for use in an Animation Student’s Demo Reel.
• Modeled, Textured and Rigged the Character for use in Maya for Animation.

2005 Teaching – The Art Institute of California – Los Angeles

Teacher’s Assistant:
• Assisted professor Nicholas Marks (Luxoflux) in teaching the Low Poly Modeling and Texturing class.
• Taught Modeling, UV Mapping, and Texturing methods using Photoshop.

2004 – 2005 Game Wizards Production Team

Asset Artist:
• Created environmental assets for the Game Wizard Levels.
• Responsible for Natural and Man-Made Environments, Architecture, and props.
• Responsible for Weapons, projectiles, and Pick-Ups. Modeling, Texturing and Rigging.

Character Artist:
• Created Character Models for both Player Characters and Non Player Characters for two Projects.
• Responsible for Modeling, Texturing and Rigging them for use in the Unreal 2004 Engine.

Level Lead:
• Responsible for the management of Asset Creation for a section of the Game Level.
• Managed a small team of artists to create a section for our project, asset creation, time management, and art direction.

Skills:
• Low Poly and High Poly Environment and Character Modeling.
• UV Mapping and Rigging using 3D Studio Max and Maya.
• Texturing of 3D Models with Photoshop.
• High Resolution Modeling and Normal Map creation in ZBrush and Mudbox.

Programs:

3D Studio Max Photoshop Polyworks
Maya Deep UV Mudbox
Zbrush Kaldera  

 

 

Education:
Art Institute of California – Los Angeles Santa Monica, CA
Bachelor of Science, Game Art & Design
June 2006