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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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