Curtis Collins
45 Lariat Court
Walnut Creek, CA 94596
(925) 934-7368
curtiscollins@gmail.com
Objective
Obtaining a 3d/character artist position in the gaming industry.
Work History
3d Artist, Monolith Productions - primary software used: Maya and Photoshop
No One Lives Forever 2: A Spy in Harm's Way, May 2001-September 2002
Created models, skins, animations, shaders, and some concepts for player-view weapons.
Under the art director, conceptualized, modeled and skinned all vehicles, as well as some cinematic and level props.
Set up and created debris effects for destructible game props.
Modeled, textured, and animated an ambient life character: rabbit
Created all multiplayer animations and poses from mocap and/or by hand.
Tron 2.0 September 2002-November 2002
Assisted in bringing player-view weapons to completion by creating new textures, shaders, effects, and animations for various existing models.
Did the bulk of multiplayer animation work.
Contract Jack, November 2002-April 2003
Concepted, modeled, textured, and animated player-view weapons, gadgets, vehicles, and weapon effects.
F.E.A.R. April 2003-August 2003
Concepted player weapons.
Created prototype character which entailed low and high-poly modeling for normal map generation as well as shader creation including diffuse and specular maps.
Modeled and textured player weopon, a pistol, using the same methods.
Modeled high-poly female civilian character for normal map generation.
Character Artist (contracted), Maxis Inc.
"The Sims 2," October 2003-February 2004
Modeled and textured in-game characters.
Character Artist, Ubisoft
Splinter Cell: Chaos Theory June 2004-December 2004
Modeled and textured characters, which were normal-mapped with procedural shaders.
Character Artist, Liquid Entertainment
Unnamed Project, March 2006-September 2006
Modeled and textured environment assets using normal maps and procedural shaders. Limmitted character work.
Skills
Proficient in modeling, texturing, and animation with Maya, 3d Studio Max and Photoshop.
Intermediate Z-Brush user.
Fundemental animation experience and skills.
Shader creation and special effects.
Traditional skills include storyboarding, graphic design, clay modeling, drawing, painting, and digital photography.
Experience with Lith Tech, Quake 3, and Unreal 3 engines.
Education
Academy of Art College, San Francisco, CA
BFA, Computer Arts (1997-2000)
Columbia College, Sonora, CA
General education (1995-1997)
Personal Interests
Personal fitness, art, digital photography, science fiction and fantasy art and literature, computer and video games, movies, music, snowboarding, outdoors, traveling.