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Thomas Woode

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Curriculum Vitae

Thomas Woode

Email: Fayishaton@yahoo.com

Website: http://www.tomwoode.com

 

Profile

A multi skilled digital artist with eight years industry experience. Specialising in Concept design and 3d Modelling. Experienced in team management, mentoring and project planning.

Excelling in a broad range of game development, from concept pre production to modelling and asset integration.

Technical Skills

2D: PhotoShop, Painter and Paint Shop Pro, Texture and normal map production.

3D: 3D Studio MAX, Maya, Blender and Bigworld Technology.

Professional Skills

Outsource management, Project management, Concept, Design, Illustration, Story Boarding, Textures, Pixel Work.

Professional Experience

Tantalus Media - Brisbane, Australia.

Lead artist - Jan 2009 - Present.

Tantalus Media develop games for most major platforms and have been doing so for fifteen years now. They are particularly known in Australia and internationally for developing for the hand held market.

My position is as lead artist in a new studio located in Brisbane. As well as performing the expected duties as a lead, such as team management , project planning and asset creation, my role is to help grow this new studio into a strong successful development team. Being recruited at this early stage of the Brisbane studio’s development allows me to be fully involved in creating a productive and fun work environment.

Responsibilities include

Managing, scheduling, critiquing, and administering performance reviews for artists.

Producing realistic projections for all art asset creations. From concept to completion.

Collaborating with the Art Director to lead the creation of consistent, high-quality art work.

Monitoring quality and consistency of all art assets.

Ensuring timely completion and integration of all art assets.

Concept art production, 3D modelling, texturing and animating.

Improving on existing, and implementing new, production guides to ensure the fast effective creation of assets.

Clearly communicating with all leads and the studio producer. Understanding their needs and concerns and finding solutions to challenges as they arise.

Clearly communicating with Melbourne studio, ensuring both all teams are aware of any new technical challenges and sharing found solutions.

Ensuring adequate pre-production and testing of new concepts/techniques is complete prior to production of title.

Identifying problems that can be addressed visually and providing solutions.

Microforte/ BigWorld Technology - Sydney, Australia.

Senior artist - Jan 2007 - Nov 2009.

Bigworld technology provides a complete middleware solution for MMOG development. The technology is designed for fast and efficient creation of large-scale online worlds. My position involves the production of concept artwork, 3d models, textures and the implementation of these game assets into the MMOG world.

Responsibilities include.

Producing detailed concepts of a variety of environmental props buildings and settings, from initial mood creation and colour scheme to final production sheets.

Producing clear asset briefs.

Producing proposals for client presentations.

Clearly communicating with various out source 3d modelling companies and monitoring quality of assets produced.

Providing quality advise and support to clients of 'Bigworld' 3d art software.

High and low poly modelling and texturing of assets (diffuse, specular and normal map production).

Integrating assets into the game environment, lighting scenes and monitoring fps.

Contributing to team meetings and discussions to determine future direction of projects.

Establishing and updating style guides. Ensuring aesthetic aims are kept constant throughout all stages of development.

Jagex - Cambridge, England.

Senior Artist, Lead Concept - 2002 – 2007.

Jagex are producers of the hugely successful online MMORPG runescape. Throughout my employment paying membership grew massively from 4000 members to 1'200 000. With over 5'000 000 free to play active accounts.

Responsibilities include.

Senior Artist

Supervising and motivating junior artists.

Clearly communicating with Lead content designer, Lead QA and Art director. Ensuring all development needs are met at a high quality and to schedule.

Contributing to team meetings and discussions to determine future direction of projects.

Lead Concept

Establishing and updating style guides. Ensuring aesthetic aims are kept constant throughout all stages of development.

Supervising and advising concept team, giving motivational direction to lead environment artist and lead modeller.

Producing designs and plans for all in game vehicles. Ensuring all vehicles are original , look great and have an equal and sustained level of development.

3D Artist

Producing online content for the MMORG Runescape. From original ideas and concept to scripting, level design and creating 3D/2D graphics.

Production of hundreds of low poly models to stringent internal technical requirements.

Designing and mapping areas of the MMO world. Assesing all previously created map squares, producing improvement briefs and following through the implementation these plans.

Rigging and Animating characters and props.

H.O.K International - London, England.

Interior Designer - 2001 – 2 month placement.

H.O.K International is one of the largest international architecture design companies in London. They design and implement production of interesting buildings and interiors around the globe.

Assisting head interior designer, producing interior sketches and technical illustrations using marker pens and traditional drawing techniques. Also creating concepts for interior pieces.

Education

Buckinghamshire Chilterns University College– 3D Multi-disciplinary design.

BA Hons - 1998–2001.

This course covered a wide range of design issues. It taught me how to approach design problems in various forms, the use of colour and materials in the design industry and the power of strong presentation techniques. I worked heavily with markers and traditional illustrational skills as well as using auto-cad and 3dsmax. The course also involved various construction techniques (wood work, metal work and ceramics) which gave me a good understanding of different materials.

Colchester Institute– GNVQ Art and Design

Merit

This course introduced me to product, interior and 3d design.

Harwich Secondary School

GCSE – 9 C and above grades,

Additional skills

Strong technical and artistic skills.

Proven ability to innovate within technical constraints.

Thorough understanding of the game production process.

Personal Interests

I like all sorts of art particularly modern illustration and game art. I enjoy a wide range of music. I go to the gym often but not as often as I would like. I also enjoy action sports suh as snowboarding, surfing and indoor climbing.

Availability

Immediate start.

References

Available upon request.