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