Raymond C. Arriaga

Austin, Texas
raymondarriaga@hotmail.com

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Education:

Art Institute of Dallas
Associates Degree in Computer Animation. Graduated in 1995.

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Objective:

To secure a challenging position in the video game industry as a
Senior or Lead Environment Artist with a stable company making great games
that will also utilize my modeling skills, as well as my technical skills in an easy-going yet productive environment.

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Job Skills:


• Well experienced in modeling and texturing using real-time game techniques. This includes pushing the envelope and steadily trying new development ideas to problem solve design implementation while pushing the current engine’s capabilities.
• Highly involved in dealing with performance and memory management.
• Experience with art documentation and scheduling for full production terrain teams while being fully comfortable working in a team environment.
• I enjoy problem solving and dealing with day-to-day issues of Terrain Development.
• Special duties at Paradigm also included managing artists’ day-to-day work ethics and helping them advance their terrain building skills.
• Finally, I am an Artist foremost. I feel that I am talented yet very dedicated and humble in the workplace. I am not intimidated easily by new tools and am willing to learn whatever is needed to benefit my career. All I ask is to become part of a talented and driven team that hopes to make the best looking and most entertaining game possible.

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Career Experience:

Spacetime Studios. Nov 2007 - Present
Job Title: Lead Environment Artist


GAMES
• BlackStar

-Deeply involved in Level development for both space and ground environments.
-Continued work on adding the most "artist friendly" tools for the Spacetime Editor.
-Work directly with programmers to implement smooth and efficient transitions, using portalized spaces for environments..
-Work closely with Technical Director, to implement tools that I felt to be most useful when level building on past game experiences.
-Work closely with Visual Director and Art Director on how to impliment the most efficient land and space experience while keeping the look to a consistantly high standard.

 

Vigil Games. March 2007 - Nov 2007
Job Title: Senior Environment Artist / Strike Team Lead

GAMES
• Darksiders: Wrath of War ( Xbox 360 – ship date: undefined)

-Quickly transitioned from a 7 year Maya-Only workflow to Max.
-Quickly adjusted to the use of Next-Gen (Editor only) level building techniques….
-Transitioned from a strong PS2 technological understanding to Microsoft Xbox360 and also the full use of Diffuse/Normal/Specular maps and detailed Shaders.
-Worked closely with Tech Artists and Tools programmers to integrate Max Scripts and Editor needs to try and achieve the most efficient level building processes possible.

 

Sony Computer Entertainment July 2005-March 2007
Job Title: Senior Environment Artist

• I joined the Sony team for the opportunity to work on the AAA title God of War2. I was employed for the entire production of God of War 2.

GAMES (Credited)
• God of War 2 (PS2 – ship date: March 2007)

-Quickly learned the tools and predetermined God Of War level building techniques to be able to contribute an extremely large portion of work to the God of War2 game. This included all areas of environment development for my levels: modeling, texturing, lighting, particle effects, and animation to reach the final product.

-Contributed prior knowledge of Maya experience to my teammates. Also worked with tech artists to add extra tools to the Maya pipeline to benefit the team’s workflow in Maya.

-Sole artist responsible for 12 fully detailed on-foot environments “wads” or Rooms in the God of War2 game.

-Also, sole artist responsible for research and development for all Pegasus sections of God of War2. Pegasus adds a completely new gameplay element to the God Of War universe, which consisted of flight-based environments for the game. This was a challenge with the tool limitations that were designed for smaller interior room types in GOW.


Paradigm Entertainment July 1995-June 2005
Job Title: Lead Artist


• Directly out of school, I securely maintained a solid position at Paradigm Entertainment for nearly 10 years. I was a core team member on 10 full production console projects. During that time, I became known as one of the most organized, efficient, and dependable modelers at Paradigm.
GAMES (Credited)
• AeroFighters Assault (N64 -shipped) 3D Artist: Modeled and textured 5 levels to the design of Video Systems.
• F1 World Grand Prix (N64 -shipped) 3D Artist: Modeled and textured 6 tracks to the exact measurements and look to real Formula 1 tracks.
• Beetle Adventure Racing (N64 - shipped) 3D Artist: Modeled and textured 3 tracks to the design of Electronic Arts.
• Harrier 2001 (N64 - unshipped) Lead Artist: flight simulation.
• Magic Karts (PS2 - unshipped) Lead Artist: Play Station 2 Sequel to Beetle Adventure Racing.
• SpyHunter (PS2 - shipped) Brief 3-month period supporting track development, modeling and texturing.
• MXRider (PS2 - shipped) Brief 4-month period supporting track development, modeling and texturing.
• Terminator 2 (4 month demo, PS2 - unshipped) Lead Artist, PS2 Multiplayer.
• Terminator: Dawn of Fate (PS2 - shipped). Senior Environment Artist, level development for PS2 title.
• Terminator: Redemption (PS2 - shipped). Lead Environment Artist, level development for PS2 title

Fort Worth Star-Telegram (Newspaper) 1993-1995
Job Title: Part-Time Production Artist
• Created Art Headers for daily newspaper headlines.
• Made graphics for sports and weather pages.
• Drew layouts for type placement to be sent through the printing press.

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Software:


AutoDesk Max 7.0 (1 year 6 months)
MutiGen and GameGen (4 years)
Maya, versions 2.5 – 7.0 (7 years)

Zbrush, Mudbox, FilterForge
Adobe PhotoShop, Illustrator
Ptools, CVS, AlienBrain, Perforce,
Appkit, RenderWare 3.7,
Microsoft Project