Maya, substance painter, Zbrush, ndo, xnormal, photoshop, clip studio, physically based texture/material creation
Call of Duty: Vanguard // Expert weapons artist
created weapons and helped to mentor other artists
Diablo 2:resurected// weapons and items lead
created both organic and hard surface assets
provided feedback to an internal team of 2 and external developers as well
worked with engineering on features including refractions, weapon coloring and projectiles.
established weapon metrics and process and created benchmark assets
Cancelled project// hard surface lead
Crash Track Racing: nitro fueled// lead artist
lead the team to close out the project
helped reorganize the pipeline strategy and improve feedback loop with Beenox (lead developer on the project).
learned the proprietary tools on the fly and created the level ‘Electron Avenue’
Destiny 2 DLC//
Hired as lead hard surface artist, trained on Bungie proprietary tools and engine. Had time to create 2 weapons before the relationship with Activision and Bungie was terminated.
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.
helped create 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.
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.
we had the opportunity to help out the character team with some of their dlc items.
modeled weapons, vehicles and props.
Call of Duty: Modern Warfare 3 // Senior Environment Artist
Senior Environment artist/level lead for 'back on the grid'
helped other levels here and there to either finish out sections or close bugs
modeled env. art, weapons and vehicles
Unannounced title // Environment Artist
environment/visbar work
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.
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.