Maya, substance painter, Zbrush, radiant, ndo, xnormal, photoshop, clip studio, physically based texture/material creation
Call of Duty: WW2 // Lead Weapon Artist
lead a team of 8+
worked with engineering to create new systems for camos, second UV sets, dirt decals, kill counter/clan tag feature and conditions system.
Oversaw the creation and day to day art direction/quality of 200+ total weapons (including variants), vehicles, killstreaks and other view model assets.
developed the pipeline for both weapons and vehicles.
created weapon and vehicle content for the game.
Gave AD/technical feedback for assets made by external developers.
My team finished all assets on budget for ship.
Call of Duty: Advanced Warfare // Lead Weapon Artist
lead a team of 6+ to create all the weapons and many of the vehicles in the game
worked with design, production and the art director to create a workflow to get the weapons from concept, block out, paintover and final art.
Weapons finished early and on budget. My team moved to help other depts. finish out the remainder of the game.
modeled weapons, numerous vehicles and props.
Call of Duty: Modern Warfare 3 // Senior Environment Artist
Senior Environment artist/level lead for 'back on the grid' was the most efficient level in the game and one of the highest rated
finished level early and helped other levels to finish
modeled env. art, weapons and vehicles
Unannounced title // Environment Artist
Dead space 2 // Environment Artist
Worked with animators and level designers to create/problem solve dynamic and animated props and animated sequences(SE and gameplay).
Modeled and textured environments, props and vehicles.
Dead space // Assoc. Environment Artist/prop artist
Modeled and textured props and vehicles.
Trained more than 20 artists new to pipeline and tools.
Worked with external developers giving detailed written feedback to help get their art to quality and spec.
was responsible for most all the objects in the game, ensuring that they were built to budget and correctly technically functioning.
2004-2006, Freelance Work
Two years experience providing private art instruction.
Sold numerous paintings, drawings and prints at galleries, studio sales and as commissions.
Illustration and design work for local Vermont Clients.
Designed, illustrated and wrote a science fiction novel that I am now converting into a graphic novel.
M.F.A. in 3D computer animation and film.
Finished thesis animation while working in 2012
Studied the classical methods of painting and drawing. Finished the drawing portion of the program.
BA in graphic design with a minor in liberal arts
1997-2000, Johnson State College, Johnson, VT
2018, Scott-eaton.com, online
completed Mr. Eaton's Zbrush figure sculpture course
2014, Scott-eaton.com, online
completed both of Mr. Eaton's body and facial anatomy courses.
2015, schoolism.com, online
completed Steven Silvers intro and adv. Character Design courses.
2013-15, Justin Hess classical Atelier, San Francisco, CA
completed courses in figure drawing and portrait painting in oils.