Kenneth S. Proudfoot
Senior 3D Artist
Santa Clara, CA 95050

408.330.0100 x321


Employment:

Locomotive Games (THQ, Inc.): Technical Art Director 2004-present

  • Technical Art Director Studio tech Artist (Wii/PSP)
  • Lead Artist <undisclosed title> (Wii/PSP)
  • Tech/Art Support in-house proprietary tools (PSP/DX9)

Pacific Coast Power & Light (THQ, Inc.): Senior 3D Artist 1998- 2004.

  • Senior Animator Cars (PSP)
  • Lead Tech Artist / Lead Animator Power Rangers (PS2,GC)
  • Lead Artist MXSuperfly© (PS2,XBOX)
  • Lead Animator MX2002© (PS2)
  • Lead Animator & 3D Artist JetMoto3© (PSX)

PIXAR Animation Studios: 2D Artist 1996

  • 2D Artist Interface designs, various art work for (2) ToyStory CD Rom titles.

Growing Up in Santa Cruz (magazine): Graphic Artist 1995

  • Artist Cover page layouts, inner ad designs.

Ryan Ranch Printing: Lead Graphic Artist 1994

  • Artist Head artist designing brochures, business cards, restaraunt identity art, etc.

Education:

California Inst. Of the Arts - M.F.A. degree: Film/Anim- Major: CG Experimental Animation 1998

California Inst. Of the Arts - B.F.A. degree: Film/Animation 1996

Monterey Peninsula College - A.A. degree: Graphic Arts 1993


Games Experience:

<undisclosed licensed title> (Wii/PSP THQ)
Lead Artist/Senior Tech Artist : Team leading, scheduling of all artists, design input, full game asset list creation, animation, modeling, tools (mel scripting).

Cars (PSP THQ)
Senior Animator/ 3D Artist: Character Animation, animation setup of ingame rigs, animation R&D, design and scheduling, modeling.

Power Rangers Dino Thunder (Playstation 2/Gamecube THQ)
Senior Animator/ 3D Artist: Character Animations, animation system design and scheduling.
TECH Lead (art): Worked with Advanced Technology programming team to design/test/optimize art path, test RW graphics art development environment.

MX Superfly© PS2 (Playstation 2/XBOX/Gamecube THQ)
Lead Artist: Team Lead, Art Process Optimization, Art Design/Approval, texturing/modeling/rider animation, track design, minor MEL scripting. Main liaison with art department on Gamecube sku, Technical Art Lead on XBOX sku.

MX 2002© PS2 (Playstation 2/XBOX THQ)
Lead Animator/ 3D Artist: Modeling, texturing, ALL character animations, animation system design, character I.K. design/setup, rider UV design.

WWE Crush Hour© PS2 (Playstation 2 THQ)
3D Artist: Modeling, texturing, animation of various props. Animated character taunts, environmental animations.

JetMoto3© (Playstation One/ 989 Studios)
3D Artist/ Animator: Modeling, texturing, ALL character animations, character desing/setup.

Nuclear Strike© (Nintendo 64/ THQ)
3D Artist: Modeling, texturing.

Toy Story Animated Storybook© (PC CDROM/ PIXAR-Disney Interactive)
2D Artist: Graphic design.

Toy Story Activity Center© (PC CDROM/ PIXAR-Disney Interactive)
2D Artist: Graphic design, localization.


Techincal Skills:

Managment:
Team leading. Lead tech artist for Advanced Technology Group (efficiency design, tech development, training). Asset management, Asset scheduling. Lead artist on multiple titles (manage approx 8-12 artists).

Tech:
Sole artist responsible for assisting engineers in creating our own proprietary engine, editor, and exporter (designed art pipeline and created various Maya tools via mel scriptinjg language).

Art:
2D and 3D animation, modeling, texturing sculpture.

Programming:
Maya MEL scripting, HTML/Javascript, basic PERL scripts, BASIC, beg. PASCAL, WDL scripting.

Software/Hardware:
Maya, Photoshop, 3DSMax, Dreamweaver, Flash, Illustrator, MS Project, various proprietary apps, Quake-based (BSP) level editors. Experienced with Playstation© 1 & 2, and XBOX© development environments. ***Experience with Renderware Graphics© engine usage, art implementation and art optimization. Proficient in bulding PC based computer systems, as well as evaluating/ consulting for PC based systems.


Personal (game design experience):

Half-Life and Quake 3 Arena (PC, Personal use)
Design levels, model, texture, scripting (H.L.), and shader creations.