RESUME Jason Ford
fordanimation@hotmail.com

PROFESSIONAL EXPERIENCE
Enthusiastic professional with over four years experience in game development. Team-oriented, highly motivated,.
Demonstrated capabilities in:

Level Design Character Design Game Design High/Low Poly Modeling Concept Illustration Animation Complex Texture Creation Lighting set up

Understanding of 3D Max, Character Studio Advanced understanding of PhotoShop
Unreal 2003 Editor Render Ware World Craft Blizzard Tile Editors


CAREER SUMMARY

Buzz Monkey Software
"Worked on titles such as Tomb Raider underworld, Tomb Raider Anniversary, Street 3, Syphonfilter Dark Mirror and various demos and non released projects
"Creation of game environments, including modeling, materials, and lighting
"Collaborating with the Art and Design teams to create models and textures
"Optimization of existing 3d assets

Level Designer, 3D + 2D artist. Sakson & Taylor contract at Microsoft Game Studios 2005
"Created flight write-ups for Microsofts award winning Flight Simulator.
" Assisted in flight creation.
" Modeled and textured 30 unique bridges from around the continental US.

" Demonstrated complex problem-solving abilities while maintaining an understanding of the underlying XML file format.
" Worked on object placement, triggers, audio, and art objects.
" Created concept art of over 90 drawings for pre-production of new game.

Level Designer, Sierra, Vivendi Universal 2003-2004
"Created mission write-ups and top down maps for campaign missions to be used in a military first person shooter.
" Created and designated objectives, puzzles and enemy placement in levels.
" Level creation for first person shooter, terrain creation, editor settings, BSP modeling, object creation, texture creation and implementation. Created shaders that rotate, animate, self illumination, reflective maps, detail maps, and tillable.
" Concept art.
" HUD concept creation.
" Level related scripting, triggers, doors, AI and enemy movements.
" Vehicle creation. Modeling, texturing and importing from 3D tools to 3D engine.
" Actively participated in technical and artistic problem solving
" Advanced understanding of color theory, surface textures, and anatomy.
" Responsible for lighting and sky box creation.
" Responsible for reviewing team member's textures to ensure quality of product.

3D/2D Lead Artist, Buzzmonkey Software 2002-2003
" Completed Disney's Lilo and Stitch Pinball game using 3D Studio Max, Photoshop, and Wild Tangent technology.
" Responsible for overall look and feel of the game in keeping with the style of the movie. Duties included; modeling, texturing, creating a fun and engaging 3D environment, and animating both environmental aspects and character actions.
" Contributed to the level design of a First Person Shooter using unreal 2003 engine. Duties included; environment/character animations, vehicle physics, and 2D/3D effects (i.e. dirt explosions, fire explosions, smoke trails, muzzle flashes, etc.).

3D Artist, Sierra-Dynamics Division, Vivendi Universal 2001-2002
" Worked collaboratively on a team of artists for all phases of game development, focusing on game play.
" Worked as a level builder for Mini Golf Maniacs, a game designed for PS2 and PC.
" Worked with others in pre-production game development.
" Created conceptual drawings for such game proposals as Boarding Maniacs, Tribes 3, and The Red Barron.

Illustrator, Disney Daily Blast Website

" Created background and character art for Disney's Daily Blast website.
" Created approximately 30 drawings of 2D line work.
" Worked from model sheets of Mr.Toads Wild Ride.
" Worked closely with directors in the production aspect of the project.
" All work sent to Disney Feature Studios in Burbank California for approval.

EDUCATION
Art Institute of Seattle, Seattle, Washington - Associate of Applied Arts
Mesmer Labs, Seattle, Washington - Maya Animation Tools Training