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

RESUME WEBSITE: http://bobcooksey.net/

 

Objective: To find a Senior Environment Artist position..
Education: Bachelor of Science, SUNY Brockport, NY 14420. 3.4 GPA, graduated Cum Laude.

Experience:

Lead Environment Artist at Challenge Games/Mock Science/Zynga Austin

July  2008-present, Challenge Games/Mock Science/Zynga, Austin, Texas. Fulltime.

  • Led an environment team for an unannounced Zynga Facebook game, and created virtually all 3D environment assets for the initial game prototype in MAX. Other duties included working with tech side to create asset pipelines,  troubleshooting any problems that came up in the pocess of putting the game together, and reviewing/correcting out-sourcer assets.
  • Painted art assets in Flash/Illustrator/Photoshop for Zynga's Facebook game Frontierville.
  • Worked directly with Creative Director in modeling/texturing/lighting all 3D game assets for Facebook game Sleuths, including an entire Victorian era mansion, inside and out, and all the props therein.
  • Worked directly with Creative Director in modeling/texturing/lighting all 3D game assets for Facebook game Gridiron Live, including high-poly stadiums.
  • Created environments for Tiki Towers on the Wii, as well providing art for several game pitches.

Lead Environment Artist/ Modeler/Texture Artist on Blighted Empire MMO:

July  2007-July 2008, NCsoft, Austin, Texas. Fulltime.

  • Worked out production guidelines for asset creation during Blighted Empire's pre-production period. I worked with the Lead Technical Artist in determining texture size limits/quantities, poly counts, ect.,
    and requested / tested any new technology that I felt would be needed to create Blighted Empire'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 were basically the same as those on Demonik (see below), but I was also in charge of pulling together all demo levels for our publisher during pre-production.
  • Delivered Cemetery, Times Square, Big Boss Battle, and parts of the Library level, as well as demos.

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
  • 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.

http://www.unseen64.net/2010/11/26/lucifer-pc-cancelled/

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 2011, some Maya 2011,  Adobe Photoshop, Flash, Adobe Illustrator, Invidia filters/CrazyBump, Dreamweaver.

Game titles shipped/Contract positions: Atari's "Ghostbusters," Challenge Games "Gridiron Live" and "Tiki Towers," Majesco’s "Bloodrayne 2," Animation Farm’s “100 Bullets,”  EA’s “Return of the King,” Acclaim’s “Vexx”  and “Turok 4,” Eclipse’s “Jack Nicholas 5 Golf,” “GDEMO ONE” and “GDEMOTWO."

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

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