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    Lucas
            Aceituno lucas.aceituno.la@gmail.com TheArtofLu.com    Hangar 13 Novato,
            CA October 2014 - April 2018 Mafia III, DLC 1 and DLC 2  (PS4,Xbox One,PC) October 2016 Senior Level Architect Worked with game design and narritive to create mission experience Created new assets and used exisiting assets to dress and create
            mission spaces Created preliminary
            geometry for mission spaces    2K Marin    Novato,
            CA    January 2009 – 2013 The
            Bureau Xcom Declassified (PS3,Xbox360)  August 2013 		Level Architect Concept 	designed the outsourcing specs for props and room elements Designed 	and built Hero areas in levels Designed
            	concepts for the team of modelers at 2k China to use Created
            	first passes on the last level in game Bioshock 2 (PS3,Xbox 360)  February 2010 Designed 	Environments, props and other room elements Handled 	outsourcing of those designs and specs   Arcadia Entertainment   Redwood
            City, CA    January 2008 to January 2009 		Lead Environment Artist (Beta release) Lead 	a team that supported
            in-house environment assets Ensured 	quality of outsourced assets Created 	concepts and designs of
            city layout Helped 	maintain the overall vision of Arcadia  	Ensured 	quality
            of outsourced assets Visual Concepts Entertainment/Take 2 Interactive   Novato,
            CA    August 2006 to June 2007 Fantastic
            Four: Rise of the Silver Surfer (PS3,XBOX 360) June
            2007 		Environment Artist 
             Created 	and
            modified geometry of levels in the game Lit 	levels and worked on materials and effects Lead 	team
            to create vistas and skyline Crystal Dynamics, Eidos   Menlo Park, CA    February 2003 to March 2006 	 		Level Artist Tomb Raider: Legend (PS2, XBOX, and XBOX
            360) April 2006 Created 	and modified geometry in levels Worked 	on lighting and materials
            for 360 version Project Snowblind (PS2, XBOX) February 2005 Created 	levels
            for single and multiplayer Designed 	and built props for player interaction  Whiplash (PS2, XBOX) November
            2003 Created 	and modified level geometry Worked 	with Cinematics team to
            create props Konami of America, Inc.   Redwood City, CA    June 2001 to August 2002 		Level Artist Frogger:
            The Great Quest (NGC, PS2, XBOX) November 2001 Repaired 	and adjusted
            geometry to fit with system requirements Applied 	lighting to levels Built 	props for character
            interaction Silent Hill 2 (PS2, XBOX) September
            2001(Internship) Worked 	with Cinematic team on morph targets for lip-sync animation Education The Art Institute of California - San Francisco  (Graduated 2001) A.S. 	Computer Animation Academy of Art College – San Francsico, CA Computer 	Animation 		 Related Courses: 3D 	Modeling ( Environments
            and Texture Maps) 2D 	Animation (Pencil Tests) Figure 	Drawing Mechanical 	Drafting 
            	 Video 	and
            Photography (Camera Operations and Storyboarding) Certified 	Designated Trainer Here I'll list the software, hardware, and programming languages with which I'm familiar. 
      
      			
      
 
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