RESUME

Sean F Smailes
Senior Artist
Vancouver BC, V6E1H3
email: buddyblank@hotmail.com

 

SUMMARY OF QUALIFICATIONS
- Strong Illustration and Design skills
- Strong knowledge of Adobe Photoshop
- Strong texturing skills
- Work well with a team environment
- Can work with vague guidlines
- Experience with working on large scale games

 

SOFTWARE
- Adobe Photoshop
- 3DS Max
- Mudbox

former experience with
-Unreal Ed3
-Zbrush3
-Corel Painter
-HeadusUV

 

PROFESSIONAL EXPERIENCE


Bioware Corp.
Edmonton, Alberta, Canada
August 1998 - 2006

DFE
Vancouver, BC, Canada
May 2006 - present

 

1998/2000 MDK2/MDK2 Armageddon (Sega Dreamcast, Sony Playstation 2, PC):
- Character/Creature/Item concepting
- Creature/Character/item texturing
- Creation of loadscreens and intro and outro movies
- Helped with gui design
Worked closely with art director on the look of the game
as well as workin with art director and lead programmer on
gameplay ideas

 

2001/2002 Neverwinter Nights (PC)
- Creature concepting
- Creature/Character texturing
- Character portraits
Textured over 40 character/creatures,
Slowly began the task of teaching myself how
to model in Max

 

2002/2003 Star Wars: Knights Of The Old Republic (Microsoft Xbox, PC)
- Creature/Character concepting
- Creature/Character modeling
- Creature/Character texturing
- Item/vehicle models
Built all in game heads as well as many in game creatures,
helped train new employees

 

2004/2005 Jade Empire (Microsoft Xbox)
- Creature/Character concepting
- Creature/Character modeling
- Creature/Character texturing
- Modeling of placeables
Was responsible for all creatures in the game and overseeing the quality
of the 3D versions of said creatures, Modeled both male and female blanks which
were used as a base for all humans there after, Modeled all main character heads
from photo ref, worked closely with animators to maintain good mesh flow on
bodies and heads, worked closely with lead creature animator on creature combat ideas,
worked closely with art director on look of creatures and character ideas, helped
train new employees


2006 Mass Effect (Microsoft Xbox360)
- Creature/Character/Items modeling
- Creature/Character texturing
- Creature concepting
Began the use of making materials in Unreal Ed3 as well as
learning Zbrush, Began to learn how to model hi-rez character models, Worked closely with
lead character artist with unreal materials

 

2006 Full Auto (PSP)
Concepting of weapons, Car textures, Painted intro screens

 

EDUCATION
Diploma, Visual Communications September 1994 – April 1998
Alberta College Of Art And Design Calgary, Alberta, Canada
Completed 4 Year Diploma/Degree Program, Specializing in Visual Communications.

HOBBIES
- Collecting/Reading silverage/new Comics, anything super-hero related, Riding my sportbike, drivng my car, mountainbiking,
listening to tons of music, ZAPPA is the best, listening to howard stern, lots old of movies, cartoons
Favorites games - ICO (best game ever), Shadow of Colossus, Call of Doody4, Rez, Resident Evil4, Jet Set Radio, Katamarri, God of War, Warriors, GTA, and most any proper racing sim

ADDITIONAL INFORMATION AVAILABLE UPON REQUEST

 

 

REFERENCES

Matt Goldman - mgoldman@ensemblestudios.com
3Dartist at Ensemble Games. I worked with matt for years at bioware as well as goin to school with him, we knew each other well.
He was my art director on Jade Empire, was the greatest work/collaboration time for me at Bioware.

Matt Charlesworth - matt@mattcg.com
Lead Character Artist at Radical, worked with him (shared an office) for over a year and became good friend in and out of work

Sung Kim - sung@bioware.com
Lead Concept artist at Bioware, worked with him for several years, as well as knowing him outside of work.

Shane Hawco - shaneh@bioware.com
Lead Creature Modeler at Bioware. Worked with Shane on Jade empire and also helped train him abit with max3D.

Trent Oster - Trent@Bioware.com
Producer at Bioware. Worked for Trent on Never Winter Nights, a great guy and still my favorite producer Ive gotten to work for.