Resume
| Objective
|
|
| I am an experienced 3D Artist with previous employment in the gaming industry, having worked on three titles with Pseudo Interactive in Toronto, Ontario (one unpublished, two published). I recently updated my modelling skills by attending a post-graduate course in Game Art & Animation at Seneca College. I am seeking employment as an asset or environmental modeller. |
| Related Experience
|
|
| The Sims Resource Featured Artist |
2008 to Present |
| Creation of original meshes and textures, or new mesh sets based on existing in-game meshes and textures, for use as downloadable custom content at a subscription-based fan site for the game The Sims 2. | |
| Seneca GAA Mod Project Assistant Project Manager |
2009 |
| Maintain documentation for a class project in our second semester, including asset lists and project schedule. Check that other students are carrying out their scheduled tasks. | |
| Agetec Inc. Rewriter |
2003 |
| Rewrite text for a console based RPG game that had been translated to English from Japanese. Correct grammar, spelling, and continuity errors. | |
| Pseudo Interactive Inc. Level Facilitator (Cel Damage Overdrive) |
2001 to 2002 |
| Work in the Development Department to export art assets from 3DS Max into a proprietary format suitable for use with the in-house game editor. Rig imported objects within the editor using functions created by the Programming Department to add desired functionality and physical characteristics. Assemble landscapes and objects, and insert scripting codes, to create a finished, functional level. | |
| Pseudo Interactive Inc. 3D Artist (Cel Damage) |
1999 to 2001 |
| Use 3DS Max to create terrain geometry, buildings, plants, vehicles, and other props for use in the console game Cel Damage. Using the X-Ref system in 3DS Max, lay out instances of objects on terrain geometry to communicate to the Development and Programming Departments where art assets should be placed. Rough texture art assets and pass them off to a texture artist for good texturing. | |
| Pseudo Interactive Inc. Level Designer (Inertia) |
1997 to 1999 |
| In consultation with the Design Team, plan the layout and functionality of a level to achieve the plot goals. Create level geometry, mesh objects, and placeholder textures. Assemble the level, rig physics-based objects, set up trigger volumes and scripted events, including AI pathing controls and scripting. | |
| Other Work Experience
|
|
| Worked in a variety of environments, from small office to large corporate and government offices, performing office support roles such as receptionist, file clerk, data entry, administrative assistant, technical support, technical document writer, and database programming. |
| Education
|
|
| Seneca College of Applied Arts & Technology Game Art & Animation |
2009 |
| Two semester post-graduate course covering organic and inorganic modeling, using a variety of methods to create and texture both high- and low-poly models. Produce animations using forward and reverse kinematic methods, morphs, and motion capture. Create assets for use in Unreal and import them into the game.
Programs used include 3DS Max, Maya, Photoshop, Zbrush, Vicom, After Effects, and UnrealEd. |
|
| Seneca College of Applied Arts & Technology Computer Illustration – Technical |
1996 to 1997 |
| Four semester course covering both 2D and 3D graphics, on PC and Mac platforms. Graduated with High Honours.
Programs used include Illustrator, Director, Premiere, Photoshop and 3DS Max. |
|
I can be reached via email as msbarrows@hotmail.com
All images ©Sonya Roberts, 2009-2011