scot.boyd.3d@gmail.com
408-493-3628
San Jose Ca
To help lead a team of artist in developing visually stunning and immersive computer artwork in a lead artist position.
· 25 years of video game industry experience, including 10 successfully shipped titles.
· Vast knowledge of the inner-workings of making a successful AAA game title.
· Excellent interpersonal skills, ability to teach and mentor other artists in the process of making quality game art.
· General understanding and ability to coordinate efforts with other disciplines, such as programming and design.
Maya 2023
3D Studio Max 2023
Adobe Photoshop CC
Adobe Premier Pro CC
Substance Designer
Substance Painter
Unreal Engine 5
ZBrush
Los Gatos, CA
Lead Environmental Artist
Star Trek Online 2015-Current
Lead Environment Artist
· Leading The Environment Team in creating High Quality Environments, helping guide the team in expanding their quality expectations and introducing new ways to help achieve that.
· Helping facilitate interactions and ideas with Design and Environment. Working with the Design Leads and Production to help create and assign tasks to the members of the Environment Team.
· Working with Animation Team to help create high quality cut scenes that help amplify story beats and create a more cinematic experience for the player.
Redwood City, CA
Environmental Artist
Battlefield Hardline 2013-2015
Environment Artist/Destruction Lead
· Created high resolution destructible hero assets for Single Player Epic Moments
· Worked with Designers to script and trigger multiple destruction sequences
· Generated asset specific shaders to be triggered during destruction sequences
· Helped in investigating and implementing a volumetric destruction process using edge modeling for the Hardline Franchise
· Worked as Modular Construction Lead in generating major modular architecture that would be present throughout the entirety of the game
San Francisco, CA
Senior Environmental Artist
Battlestar Galactica Online 2011-2012
Senior Environment Artist
· Created high resolution environments for MMO title, including geometry, UV placement, texture creation, and shader manipulation.
· Worked in Unity Engine to create prefabs from Maya meshes to be placed in the game.
· Helped other artists in learning to build and export models and implement them into the game.
An Activision Studio, Foster City, CA
Environmental Artist
Modern Warfare 3 (Xbox 360/PS3) 2011 Environment Artist
· Created high resolution environments for AAA title, including geometry, UV placement, texture creation, and shader manipulation.
· Worked specifically on hero moment that was showcased for the games 2011 E3 demo.
· Worked in proprietary software to create and optimize BSP models to be placed in the game.
· Helped other artists in learning to build and export models using proprietary software.
· Created props using Maya to be placed in game, including LOD's, texture sheets, and material properties.
· Worked with FX artists and TD's to create, rig, and place destructible environment props used throughout the game.
· Worked with other artist to create signature environment pieces that were used in the games finally
San Francisco, CA
Environmental Artist
The Force Unleashed II (Xbox 360/PS3) 2009- 2010 Environment Artist
· Created high resolution environments for AAA title, including geometry, UV placement, texture creation, and shader manipulation.
· Worked in proprietary software to create a lighting scheme for levels using real time and differed lighting.
· Worked with fellow artists and designers to create a top quality demo to showcase TFU2 at the 2010 E3 expo.
· Assisted in the creation of real time bendable and breakable objects using DMM technology to be placed throughout the worlds of TFU2
· Worked with designers to create fun and interesting levels and help in solving issues that came up through out the process.
A THQ Studio, Santa Clara, CA
Lead Environmental Artist
San Jose, CA
Junior Environment Artist
1992-1997 Academy of Art, San Francisco, CA
Bachelor of Arts