Bob Cooksey

5201 Valley Oak Drive
Austin, Texas 78731
512 897-2119 (cell)
bobcooksey@hotmail.com

Private website link: http://bobcooksey.net/cemetery.htm

RESUME WEBSITE: http://bobcooksey.net/
:: Download Resume ::

Objective:

To find a Lead Environment Artist position.

Education:

Bachelor of Science, SUNY Brockport, NY 14420. 3.4 GPA, graduated Cum Laude.

Experience:

Lead Environment Artist/ Modeler/Texture Artist on unannounced MMO:

July  2007-present, NCsoft, Austin, Texas. Fulltime

  • Currently working out production guidelines for asset creation for an unannounced MMO in pre-production. I work with the Lead Technical Artist in determining texture size limits/quantities, poly counts, and request/test any new technology that I feel will help the project's environments.
  • Worked directly with Visual Director in creating a stylistic "vertical slice" that set the tone for all levels.
  • Created all original textures, props and major set pieces in 3DS Max.
  • Trained new level builder in in-house World Builder.

Lead Environment Artist/ Modeler/Texture Artist on Ghostbusters:

January 2005-July 2007, Terminal Reality, Lewisville, Texas. Fulltime

  • Led a team of seven environment artists in creating environments and props for Next Generation title Ghostbusters.
  • My duties and responsibilities were basically the same as on Demonik (see below), with the exception that on Ghostbusters I was also in charge of pulling together all demo levels for publisher while in pre-production. Screenshots from these demos can be seen in the cover story of December 2007 Game Informer magazine.
  • Delivered Cemetery, Times Square, Big Boss Battle, and parts of the Library level, most of which can be seen in Game Informer magazine this month. http://www.slashfilm.com/2007/11/16/ghostbusters-3-video-game-screenshots-and-demo-footage/

Lead Environment Artist/ Modeler/Texture Artist on Clive Barker’s Demonik:

June  2004-January 2005, Terminal Reality, Lewisville, Texas. Fulltime

  • Led a team of seven environment artists in creating environments and props for Next Generation title Clive Barker’s Demonik. Demonik was featured in Adam Sandler's feature film "Grandma's Boy."
  • In charge of training, scheduling and tasking of all environment artists.
  • Trained new employees in high-poly normal map creation, in-house editor use, and asset pipeline procedure.
  • Trained Maya and Lightwave based new hires in 3DS MAX.
  • Worked closely with tech staff in developing and testing new art software, tools and techniques such as texture-blending and high-poly normal map creation.
  • Built geometry and  created textures and normal maps for the Scrap Yard, Prison and Warehouse levels.
  • Created high-poly, normal-mapped props, including destructed states and animated models, for Demonik. Props included smelting vats, metal cutters, assembly lines, furnaces and many others.

3D Modeler/Texture Artist on Majesco’s Bloodrayne 2:

June  2004-present, Terminal Reality, Lewisville, Texas. Fulltime

  • Modeled, textured,  and lit the Mansion rooftop level and the Shroud Tower Cityscape.
  • Worked out all technical issues with designers and tech staff.

3D Modeler/Texture Artist on Animation Farm’s 100 Bullets

August 2003-July 2004.  Austin, Texas Fulltime contract

  • Built and textured geometry, props and objects for in-game cinemas for upcoming 100 Bullets comic adaptation.

3D Modeler/Texture Artist on Electronic Art’s Return of the King (Lord of the Rings) project

June 2003-August 14, 2003 EA, Redwood City, CA (3 month contract)

  • Built geometry, props and objects in Maya for Crack of Doom and Road to Isengard  levels, including trees, logs, huts, and various terrain items
  • Created textures which helped define the visual style of the LOTR environments

 3D Modeler/Texture Artist on Acclaim’s Vexx project

July 2001-Jan 2003 Acclaim Entertainment, Austin, Texas

  • Built geometry for all of the Fire World in Vexx, including buildings, pyramids, coliseums, volcanoes and sub-terranean caves.
  • Created textures which helped define the visual style of Vexx environments
  • Provided concept sketches for Vexx.
  • Worked with designers on game play issues as they related to world geometry.
  • Prepared demos for E-3, Editor’s Day and other conventions.
  • Provided texture support for Turok 4.

3D Modeler/ Texture Artist/Lead Environment Artist/Concept Artist

2000-2001 Kinesoft Development,  Austin, Texas

  • Lead environment artist.
  • Supervised 3 other texture/level artists in the creation of all game environments.
  • Provided animations and concept sketches for Crimson Order.
  • Created textures and level geometry for Crimson Order.
  • Prepared demos for E-3 and other conventions.

3D Artist/Animator, Illustrator, Graphic Designer, Lead Artist

1996-1999 Eclipse Entertainment,  Austin, TX

  • Produced GDEMO for company's 3-D engine. GDEMO called " the best content ever to come out of Eclipse Games" by owner David Stafford. Designed and conceptualized GDEMO, created all texture work, created and animated most models, and oversaw production.
  • Employed as the main Illustrator (2D) for Eclipse Games for 3 years.
  • Created models, animations and scenery for Jack Nicklaus 5 Golf.
  • Created all Conceptual Art for Lucifer sword and sorcery game for E.A. Canada.
  • Co-authored Eclipse Entertainment web site in Dreamweaver.

Self-Employed Illustrator/Graphic Artist/Cartoonist/Web site Developer

1994-1996 Austin, TX

  • Produced original art for The Austin American Statesman, XL Magazine, Texas Department of Parks and Recreation, The Northcross Mall, Tadpole Technologies and many other Austin Businesses and advertising agencies.
  • Popular weekly cartoon Queenyran for three years in American Statesman's XL Magazine.

Software Programs:

3DS Max, some Maya, Character Studio, Adobe Photoshop, Streamline, and Illustrator, Dreamweaver, Pagemaker, Microsoft Word, Flash, some HTML.

Game titles shipped/Contract positions:

Majesco’s Bloodrayne 2, Animation Farm’s “100 Bullets,”  EA’s “Return of the King,” Acclaim’s “Vexx”  and “Turok 4,” Wolfpack Studios’ “Shadowbane,” Origin’s “Ultima Online,” Eclipse’s “Jack Nicholas 5 Golf,” “GDEMO ONE” and “GDEMOTWO,” and “Microsoft Golf 2000.”

Skills:

Great writing and proofreading skills, fluent in both Mac and PC platforms, great leadership skills, and a great sense of humor.

 

Mail Me Queeny Episodes Queeny Episodes 3D artwork2D Artwork SHOCKING personal info!