Simon Dew – 3D Artist – simon@dewboy.net / www.dewboy.net

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PERSONAL DETAILS:

I have been in the games industry as an artist for the past 12 years, whilst specializing in environment art my interests and duties have covered so much more.

There hasn’t been a project where I didn’t collaborate and contribute in other areas – animation, art direction, effects, lighting, rendering, graphic design, UI, front end, level design, concepts, audio, scripting… all with a real interest and drive to get the best possible visuals and game completed.

I enjoy new challenges and welcome different art styles, game genres and learning new tools or engines.


WORK EXPERIENCE:

Lead Artist - Gameloft - Auckland, New Zealand - August 2013 - November 2014
In my role as project lead artist I am responsible for the daily management of the art team (3d artists, UI artists, Concept artists and Animators) - Planning work, giving art direction and feedback, communicating with the art director, designers, producer and code team, unblocking problems and staff training.

Along with the management tasks I am hands on everyday with creating artwork, establishing art styles and concepting game features.

The projects are all mobile based (Android and iOS) - covering 2D and full 3D games.

Lead Environment Artist - Sega Studios Australia - Brisbane, Australia - April 2009 - August 2013
Joining at the start of the Olympics 2012 project, I was responsible for the environment art and team. My daily duties involved managing the environment artists, providing art feedback, communicating with other departments and solving art, technical, pipeline, performance and scheduling issues. The team delivered 12 vibrant and highly accurate event locations to immerse the players. My role was very hands on, responsible for level lighting, design, textures, models and animation.

After the Olympics title was completed, the studio shifted focus to small digital and mobile games – currently working on environment art and design for Castle of Illusion starring Mickey Mouse on all platforms. As the game is on all console and mobile platforms it required a lot of technical skills picked up when making early PS1/PS2 games combined with recent next gen pipelines.

We used Unity for early rapid prototypes before moving to our in house engine. The environment art required a large amount of models built from concepts with Zbrush and hand painted textures. The levels were managed, modeled, textured and lit by each artist.

Lead Environment Artist - Monumental Games – Nottingham, UK - Oct 2008 – April 2009
I joined Monumental Games to head the environment art on their first console title – MotoGP 09/10 (Published by Capcom) for PS3 and Xbox 360. Leading a team of 10 artists spread across 2 studios in Nottingham and Manchester and also liaising with the Offshore manager and the team of artists in the Offshore studio in India.

Daily responsibilities include work appraisals, task setting and scheduling, liaising between the programmers, art director, design and technical art. Art and art pipeline documentation, setting artwork benchmarks. Troubleshooting art related issues for the team. 50/50 split between management and hands on artwork.

Senior Artist - SEGA Racing Studio - Birmingham, UK - Oct 2006 – Oct 2008
Primarily working on the environment team for Sega Rally. Designing and building 3d models, textures and building open world racing tracks on PS3, XBOX 360, PC and Arcade cabinet. Additional tasks include management of small track teams, outsourcing, animation, front-end and HUD design and special effects (particles, lighting effects)

Lead Artist - Aqua Pacific - Leamington Spa, UK - 2002 – Oct 2006
Responsible for creating original graphics and managing artists for 15+ titles on PS2, PC, XBOX, Gamecube and Handheld systems. Daily tasks include in-game graphics (characters, textures, animations, front-end, environments), overseeing internal and external art teams (local freelancers to teams in China and India), game design documents and working with the programming team and publishers.

QA Technician - Codemasters - Stoneythorpe, Southam, Warks, UK - June 1999 - Sept 1999
Summer placement as Quality Assurance Technician. Testing new games that were in development looking for bugs and suggesting improvements on design and gameplay, working in teams of 5 - 15 people.

Graphic Designer - XKO-Online - Wantage, UK - June 2000 – Feb 2001
Part of the design team for a successful web design company. Designing ideas, concepts, animations, flash and html websites for a wide range of prestigious and successful national companies.


GAMEOGRAPHY:

2014 TBA Gameloft iOS/Android Lead Artist
2013 Castle of Illusion PS3/X360/PC/iOS/Android Senior Environment Artist
2012 London 2012 Olympics PS3/X360/PC Lead Environment Artist
2010 Motogp 09/10 PS3/X360 Lead Environment Artist
2008 Sega Rally 3 Arcade Machine Senior Artist
2007 Sega Rally PS3/X360/PC Senior Artist
2006 Real World Golf 2007 PS2/PC Lead Artist
2006 Leaderboard Golf PS2 Lead Artist
2005 Perfect Ace Tennis 2 PS2/PC Lead Artist
2005 Carwash Tycoon PS2/PC Lead Artist
2005 Sim Chemist PS2/PC Lead Artist
2005 Real World Golf PS2/PC/XBOX Lead Artist
2005 Tennis & Golf Gamecube Lead Artist
2004 Entrepreneur PC Lead Artist
2004 ITBox Golf 1&2 Arcade Lead Artist
2004 International Golf Pro PS2/PC Lead Artist
2004 Casino Challenge PS2 Supervising Artist
2004 Retro PS2 Supervising Artist
2003 GT Racers PS2 Lead Artist
2003 Formula challenge PS2 Lead Artist
2003 English Taxi PC Lead Artist
2002 Perfect Ace Tennis PS2/PC Lead Artist
1999 LMA Manager PS1 QA Technician
       


EDUCATION:

MA - Computer Animation - National Centre for Computer Animation Bournemouth University, UK
BA (Hons) - Multimedia Design - De Montfort University, Leicester, UK


ADDITIONAL EXPERIENCE & SKILLS:

Software Proficiency:
  • 3D Studio Max
  • Maya
  • ZBrush
  • Photoshop
  • Unreal Engine 3/4
  • Unity (Unity C#)
  • Softimage XSI
  • Premiere
  • After Effects
  • Illustrator
  • Character Studio
  • Perforce
  • Git / SVN
  • Hansoft
  • MS Office

Skills:

Excellent problem solving skills and a very quick learner. Good all round technical
knowledge for all areas of game development (animation rigs, shaders, exporting, importing, engines, performance, bug tracking etc..) . Able to self-critic my work, create concepts and paint overs to guide myself or others to achieve better results.

Solid understanding of lighting, cinematography, graphic design, game design and a basic understanding of programming allowing a good ability to communicate with programmers, excellent at Bomberman.


Experience:

A big interest in motorsport and cars. I have built my own track car, raced Karts competitively, marshaled rally events and been in the pit crew for a stock car racing team.

Film Making – I have made a few short films with a friend where I wrote, storyboarded, produced CG visual effects and help direct the films.

I enjoy photography, travel, mountain biking, playing guitar and computer games.