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Thomas Stubbs


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:

Microsoft / 343 Industries
From: February, 21th 2011
To: Current
 

Title: Halo 4
Position: Environment and Technical Artist

Responsibilities:

Executed Environmental and object modeling. Regular work with Maya, Zbrush, X-Normal and proprietary software tools. Endeavored in structure art defining BSP playable volumes, portaling for performance, setting LOD's and Collision.  


Electronic Arts / Danger Close Studios
Contracted Service
From: January, 6th 2010
To: July 31st, 2010
 

Title: Medal of Honor - Anaconda
Position: Senior Artist

Responsibilities:

Duties included conversion of designer BSP concept terrain to finalized static meshes for a drivable physics vehicle model. Process utilized Unreal editor, Maya, Mud Box and Z-brush. Extensive terrain sculpting, terrain masking, texturing, set dressing, asset generation, coordination with design elements and motion capture. 


Maxis - Electronic Arts
Contracted Service
From: January, 3rd 2008
To: June, 3rd 2008
 

Title: Sims 3
Position: Senior Artist

Responsibilities:

I endeavored in creation of original and updating of existing props from Sims 2. Updating and maintaining scripts. Created career structures. Researched new technologies. Extremely technical pipeline with specific attention paid to performance limitations, LOD’s,  vert counts, proprietary shaders and materials. Evaluation of coworker assets prior to game implementation.


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 2009
Adobe Photoshop CS4
Z-Brush 2
Mudbox 2
Unreal Editor 3

References available at your request.

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