Chris kline



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Date01.02.2017
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CHRIS KLINE


6307 W 95th Ave

Westminster, CO 80031

Cell: (720) 563-1641

E-Mail: ChrisK@vertexguy.com


Online Portfolio: www.vertexguy.com
OBJECTIVE

To secure a Lead or Senior 3d Art or Audio position with a leading developer or publisher of entertainment software, that continually strives to push the creative envelope.


SKILLS

  • Excellent time management and natural leadership

  • Highly efficient modeling techniques (polygons, splines, nurbs, sub D)

  • Vertex Lighting, GI, AO, SSS, HDRI, Normal maps, Specular maps, Grime maps

  • Optimal UVW unwrapping. No visible seams or stretching, and optimal pixel to texel ratios

  • Realistic & stylized texture painting and photo manipulation

  • Rigging with Bones, IK, and Character Studio

  • Animating with realistic and stylized motion

  • Particle Systems & Special Effects

  • Soundtrack and Sound Effect creation

  • Creating pipeline tools in Visual Basic, HTML, XML, Max Script, Mel Script


Software Experience:

Autodesk 3d Studio MAX, Autodesk Maya, Adobe Photoshop, Equilibrium Debabelizer Pro, Adobe After Effects, Adobe Premiere, Adobe Illustrator, Macromedia Director, Macromedia Flash, Cakewalk Sonar, Sonic Foundry Sound Forge, Tascam Giga Studio, Adobe Audition, Perforce, File Maker Pro, Dev Track



EMPLOYMENT HISTORY

Idol Minds 2007 - 2009

Lead / Senior Environment Artist
PAIN - Playstation Home Content: (PSN) In Development

  • Modeled, unwrapped, and textured new Pain themed furniture items

  • Converted existing Pain props to furniture items

  • Modeled, unwrapped, and textured a new Pain themed apartment

  • Learned all the intricacies of the Playstation Home HDK.


PAIN: (PS3, PSN) Published

  • Expansion Packs: Area 51, Gym, Museum

  • Modeled, unwrapped, and textured several breakable props used in the game

  • Setup props with simplistic and complex Havok collision proxies

  • Optimized additional props from the team to enhance game play performance

  • Designed several PAIN Labs for additional game play content

  • Created tools to speed up the production pipeline


Madagascar 2 - Escape 2 Africa: (PS2, PS3, Xbox 360, Wii, PC) Published

  • Managed the art team to maintain a consistent look and quality for the PS2 port

  • Worked closely with the Art Director to establish a new PS2 friendly art style

  • Drastically optimized all assets to a level the PS2 Alchemy engine could handle

  • Modeled, unwrapped, and textured various new objects in the environment

  • Optimized character & environment geometry to fit in a microscopic footprint

  • Relit several environments with vertex color

  • Created tools to speed up the production pipeline


Capcom 2007-2008

Freelance Audio Designer
Bionic Commando: (PS3, Xbox 360, PC) Published

  • Created a heavy metal version of the Bionic Commando theme song for use in the game


FarSight Studios 2003 - 2007

Lead / Senior 3D Artist - Audio Director
Backyard Baseball 2009: (PS2, PC, Wii) Published

  • Managed outsourcing team to create compatible assets for our engine

  • General pass over all artwork to clean up any minor issues and maintain a consistent look

  • Implemented all art assets into the game


Game Party: (Wii) Published

  • Managed outsourcing team for implementing character art assets

  • Modeled, unwrapped, and textured the British Pub and Sports Zone environments

  • Modeled, unwrapped, and textured several props used in various places in the game

  • Implemented all art assets into the game


Backyard Football 2008: (PS2, PC, Wii) Published

  • Managed outsourcing team to create compatible assets for our engine

  • General pass over all artwork to clean up any minor issues and maintain a consistent look

  • Implemented all art assets into the game


Pinball Hall of Fame - The Williams Collection: (PS2, PSP, Wii, PS3, Xbox 360) Published

  • Modeled, unwrapped, textured, and lit Pin*bot, Funhouse, Whirlwind, and Jive Time tables

  • Modeled, unwrapped, textured, and lit the arcade environment

  • Optimized, rigged, and animated cyber scan characters used in the arcade environment

  • Oversaw the other artwork to maintain a consistent look

  • Composed original music score used in the soundtrack

  • Directed other musicians to create the full game soundtrack

  • Directed audio designer in processing and creating audio for all tables and arcade ambience

  • Developed new lighting techniques to greatly enhance the visual style

  • Created new front-end menu screens and HUD assets

  • Created front-end sound effects

  • Created the front cover box art


Scarface - Money, Power, Respect: (PSP) Published

  • Designed, modeled, unwrapped, textured, and lit 3 city environments

  • Lit the harbor environments

  • Created all in game special effects

  • Created all sound effects


Hard Rock Casino: (PS2, PSP) Published

  • Designed, modeled, unwrapped, textured, and lit all casino environments

  • Modeled, unwrapped, textured, and lit all sports cars featured in the casinos

  • Created all in game special effects

  • Created all comic style cinematic cut-scene sequences

  • Recorded and processed voice talent for cinematic sequences

  • Designed texture based facial animation rigging system

  • Designed complex NPC conversation system

  • Created all sound effects for menu navigation and in game

  • Designed and implemented scriptable ambient sound


Charlie Browns All Stars: (PS2, X-Box) Cancelled

  • Modeled, unwrapped, and textured Charlie Brown

  • Created pipeline for light baking and facial rigging of all characters

  • Designed texture based facial animation rigging system

  • Managed outsourcing of all characters

  • Designed, modeled, unwrapped, and textured 2 whimsical baseball field environments

  • Designed new particle system solution used for all special effects

  • Created all visual special effects

  • Created all sound effects


Skateboarder: (Plug-N-Play TV Console) Published

  • Created all the graphical assets used in the game

  • Modeled, unwrapped, textured, and rigged the main character

  • Designed and created all menu and HUD assets

  • Created three contrasting characters from one using palette swapping with 16 colors

  • Designed solutions to allow many skateboarding tricks in very little ROM space

  • Scripted trick combos and wipe out scenarios

  • Created about half of all the in game animations

  • Created sprite based animation tool in Visual Basic used to sequence all in game animations


Gottlieb’s Pinball Classics: (PSP, Wii) Published

  • Traveled to the Las Vegas Pinball Hall of Fame museum to document how the new tables work, take photo references, and capture all the sounds and music from the tables

  • Modeled, unwrapped, and textured the Strikes N Spares table

  • Lit the El Dorado and Strikes N Spares tables

  • Created all the new HUD elements for the game


Golden Tee - Home Edition: (Plug-N-Play TV Console) Published

  • Created all the graphical assets used in the game, all based on the Golden Tee style


Real Swing Golf: (Plug-N-Play TV Console) Published

  • Created all the graphical assets used in the game

  • Modeled, unwrapped, textured, and lit an original 18 hole golf course

  • Designed and created all menu and HUD assets

  • Designed a solution for slope physics on the greens using pixel color data

  • Palletized all assets to fit in a 256-color custom palette

  • Setup palette animation sequences for various special effects

  • Created 2-3 frame, pixel based animation sequences for special effects

  • Created a palette animated FarSight logo used in all our Radica / Play TV products


Pinball Hall of Fame - The Gottlieb Collection (PS2, X-Box, Game Cube) Published

  • Traveled to the Las Vegas Pinball Hall of Fame museum to document how the tables work, take photo references, and capture all the sounds and music from the tables

  • Modeled, unwrapped, textured, and lit the Victory, and Genie tables

  • Modeled, unwrapped, textured and lit over 50% of the objects in the arcade room

  • Unwrapped, Textured and lit the arcade interior and exterior

  • Oversaw the other artwork to maintain a consistent look

  • Created the logo animation and caricature credits sequence

  • Designed and created all menu and HUD assets

  • Designed technical solutions for the look of the metallic ball, textured it, and did the bonus balls

  • Created the particle systems for the lights and popcorn coming from the machine

  • Composed, performed, recorded, and mixed the games soundtrack

  • Cleaned up and implemented all the games sound effects and audio commentary

FarSight Studios Website: (http://www.farsightstudios.com) Published

  • Designed the layout and created all graphical assets

  • Programmed all the html and java-script

  • Setup so anyone without html knowledge can easily update the site


Rupiper Travel 1998 - 2003

Graphic Design Artist

  • Created advertisements run in various newspapers, magazines and phonebooks

  • Daily interaction with the company CEO and marketing departments


DarkSoft Entertainment 1997 - 1998

Freelance 2D Sprite Artist
Empires: Quest for Power (PC Excalibur BBS) Published

  • Created all the graphical assets used in the game

  • Created pixel art tile sets for all the environments

  • Created pixel art buildings and armies

  • Created all menu and HUD assets

  • Designed 50% of the level maps


HONORS AND AWARDS:

  • Deans List while attending college

  • Honor Roll while attending high school and college

  • My 3d artwork is featured in the Gamasutra Student Gallery:
    - http://www.gamasutra.com/galleries/student/chris_kline/index.htm

  • My music has been featured several times on popular gaming sites

    A few examples:


    - http://www.kotaku.com/gaming/guitar/jamming-with-contra-180227.php
    - http://www.destructoid.com/the-sound-card-002-interview-with-vertexguy-82425.phtml
    - http://www.3drealms.com/news/2006/06/duke_nukem_jam_1.html


  • My music was featured in 3D Realm’s Duke Nukem 3D Xbox Live trailer

  • Performed my music at the 2007 Game Developers Conference G.A.N.G. Awards

  • Performed my music live in front of Shigeru Miyamoto and Koji Kondo

  • Performed music live in concert on several Video Games Live tours

  • Performed on the Video Games Live – Volume 1 CD, that won several awards

  • Performed my music live for ScrewAttack.com at the Iron Man of Gaming in 2008

EDUCATION
Art Institute of Phoenix, Phoenix, AZ December, 2002

Bachelor of Arts, Game Art & Design


Yankton High School, Yankton, SD June, 1998

High School Diploma



Continuing Education: I’m always attending workshops and conferences for art, audio & technology.

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