Thomas Stubbs
Additional contact information is located in the
file link located just above.
www.vecster.com

Education:
Columbus College of Art & Design
BFA Illustration / Industrial Design
Graduate May '96
Specifics:
Extensive studies in color theory, structural drawing, figure
drawing, composition, industrial design, 2D design and 3D design. Additional
studies in lettering, advertising, retail advertising, painting and traditional
animation.
Experience:
Sega - Secret Level:
From: December, 4th 2006
To: June, 1st 2007
Title: Golden Axe - Riders
Position: Senior Environment Artist
Responsibilities:
Executed environmental modeling, texturing. developed dynamic
terrain with height bitmaps and in game structures. Developed Havok
aggregate meshes. Current-gen material shaders: Normal, Diffuse & Speculars.
Heavy utilization of proprietary tool chain setup. Xbox 360 Development.
The Collective Studios:
From: July, 24 2006
To: November, 10th 2006
Title: Silent Hill V
Position: Senior Environment Artist
Responsibilities:
Executed environmental modeling, texturing, collision, lighting
and animation. Models developed from initial design layout, to finished
in-game environments. Current-gen material shaders: Normal, Diffuse &
Speculars. Lighting: Vertex, Dynamic & Dynamic Projectors. Exterior
conceptual work. Xbox 360 Development.
Capcom Studio 8:
From: December, 15th 2003
To: March, 20th 2006
Title: Final Fight Streetwise
Position: Senior Environment Artist
Responsibilities:
Executed environmental modeling, texturing, collision,
lighting and animation. Models developed from intial design layout, to
finished in-game environments. Level design consultant from art perspectives.
Coordinated design requests and modifications.
Sony Computer Entertainment America SCEA:
Contracted Service
From: March, 1st 2003
To: December, 12th 2003
Title: Rise To Honor
Position: Interactive Props &
FX
Responsibilities:
Performed alterations in Modeling, texturing and dynamics of
existing props for in-game usage. Assigned physics properties to specific
interactive items. Regular work with updating, and maintaining scripts.
Midway Games West:
From: June, 1st 1998
To: February, 7th 2003
Title: Gladiator The Crimson
Reign
Position: Senior Artist / Concept
Artist
Responsibilities:
Endeavored in villain design, thumbnails, comps, finished 2D
art. Modeler, UV coordinates, texturing, animation setup and deformation.
Title: RUSH 2049 Tournament
Edition
Position: Senior Artist
Responsibilities:
Track refit from internal consumer team. Completely responsible
for Track six. Geometry cleanup for three levels of detail including collision
database. Re-textured world, provided new externally referenced objects
and sound calls.
Title: San Francisco RUSH
2049
Position: Artist
Responsibilities:
Participated in creation of four new tracks for the coin operated
arcade machine. Specific attention paid to poly counts, levels of detail,
texture space and collision. Conceptualized, authored and maintained original
official website reposted at: http://atarian.dyndns.org/rush2049/
Acclaim Coin Operated Entertainment:
From: June, 15th 1996
To: February, 23th 1998
Title: Bad Assassins
Position: Artist / Animator
Responsibilities:
Conceptuals, modeling, texturing, animation for backgrounds
and characters. Level design, selection screens. Authored internal website.
Software:
Maya 8
Adobe Photoshop CS2
Z-Brush 2.0
Mudbox 1.0
DeepPaint with Texture Weapons
Painter 6
Dabbling in C++
References available at your request.
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