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.
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