steve_hartman_resume.doc | |
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Resume:
Steve Hartman
Phone: 603-553-4753
Email: [email protected]
Professional Summary
Experience
Remotely Located Art Director/Producation Artist, Lucid Robot 8/2014-Present
Art Director, K20 Center 3/2012-6/1/2017
3D Artist, Rockstar New England (formerly Mad Doc Software). 11/2006 –2/23/2012
Projects include: Swat, Empire Earth III, Bully 2 Scholarship Edition, Max Payne 3, Red Dead Redemption and 1 unannounced project.
Produced art for the following clients: FireAxis: Sid Meier’s Civilization 4, Mad Doc Software, Flagship Studios, Bioware: Mass Effect, Gearbox Software: Brothers in Arms: Hell’s Highway and Aliens
Projects included: Deus EX Invisible War and Thief Deadly Shadows.
Associate of Applied Arts, Computer Animation 12/2001
The Art Institute of Dallas
Technical Skills
Photoshop CC, 3D Studio Max, Zbrush, Substance Painter, Quixel, Unity, Unreal Engine, Gamebryo, xnormal
Crazy Bump, Maya 8.5, Rock Star Rag Engine and perforce
Phone: 603-553-4753
Email: [email protected]
Professional Summary
- Knowledgeable, self motivated performer possessing over 15 years of professional art experience
- Skilled in various aspects of modeling, texturing and environments.
- Technically competent with 3D Studio Max, Unity, Zbrush, Photoshop, Substance Painter, and Quixel
- Outstanding communicator, effective at conveying technical information to non-technical team members.
Experience
Remotely Located Art Director/Producation Artist, Lucid Robot 8/2014-Present
Art Director, K20 Center 3/2012-6/1/2017
- Presents a variety of style options for new IP
- Create assets for establishing art standards
- Create Production Pipeline
- Manage scope of work, and budget
- Work with Design and Programing to identify potential technical challenges
- Manage art production schedule
- Manage remote team of freelance artists
- Create art assets
3D Artist, Rockstar New England (formerly Mad Doc Software). 11/2006 –2/23/2012
Projects include: Swat, Empire Earth III, Bully 2 Scholarship Edition, Max Payne 3, Red Dead Redemption and 1 unannounced project.
- Create a variety of next generation environments and art assets, which includes buildings, environment props, vehicles, weapons and terrain.
- Models, textures, and materials are created using state of the art technologies, Materials utilize next generation texture mapping techniques that included, but are not limited to, normal map generation using high poly models, spec maps both (color and black & white), and Ambient Occlusion maps.
Produced art for the following clients: FireAxis: Sid Meier’s Civilization 4, Mad Doc Software, Flagship Studios, Bioware: Mass Effect, Gearbox Software: Brothers in Arms: Hell’s Highway and Aliens
- Created next generation art assets for third party clients which included modeling, texturing, materials, and collision hull creation.
- Created Environment assets.
Projects included: Deus EX Invisible War and Thief Deadly Shadows.
- Created or modified art for interior and exterior environments.
- Majority of time spent on creating or adjusting models, textures, and shaders (shaders created by using diffuse, normal, bump and specular maps).
- Last work product for Ion Storm was creating Particle FX in the Unreal Engine.
- Created Environment assets.
Associate of Applied Arts, Computer Animation 12/2001
The Art Institute of Dallas
Technical Skills
Photoshop CC, 3D Studio Max, Zbrush, Substance Painter, Quixel, Unity, Unreal Engine, Gamebryo, xnormal
Crazy Bump, Maya 8.5, Rock Star Rag Engine and perforce