JEREMY  DALE
Address and Phone available on request.
resume@valleydweller.com
http://www.valleydweller.com/

 Software Experience

3D Studio MAX, Character Studio, Adobe Photoshop, Gamebryo, Painter, Maya, Deep Paint 3D,  MultiGen Creator, DeBabelizer.  7+ years of experience with proprietary tools for Console, PC, and Coin-Op development.   

Education
BACHELOR OF FINE ARTS 11th of May, 1996. Advertising/Graphic Design,
Sam Houston State University;
Huntsville, TX.   

Work Experience

Animator - Mythic Entertainment, Fairfax, VA.  2003 to Present
Creating, Exporting, Integrating, and overseeing animations for Imperator. Working closely with the Lead Programmer to redefine the Animation Pipeline for future titles. Also created models, textures, and animations for Dark Age of Camelot: Catacombs.

Lead Animator- Lodestone Games, Charlottesville, VA.  2003 to 2004
Created all keyframe animation for SoulForge, a fantasy MMO for the PC.  Also conceptualized, modeleded, textured, and rigged characters and props.  Collaborated with programmers and designers to create systems for character animation within the game.  Also supervised export and troubleshooting of all character assets.
 

3D Artist/ Animator- Circus Freak Studios.  Campbell, CA.  2001 to 2002.
Responsible for Concept, Modeling, and animation of AI characters and vehicles as well as  Multi-pass texture and particle system work for Superman: The Man of Steel for the Xbox.  Other responsibilities included working with design and code to further enhance the animation tools and to balance gameplay.
 

3D Artist-  Infogrames, NA.  San Jose, CA.  1999 to 2001.
Responsible for concept, construction, lighting, and texture implementation of tracks and battle arenas for Looney Tunes Racing PSX.

3D Artist-  Atari Games, Inc., Milpitas, CA.  1998 to 1999. 
Team Feddersen: Responsible for all Enemy character animation, supervision of Hero motion capture, Grey Dawn.  Team Ray: Responsible for populating tracks, designing and creating Shortcuts, general lighting, set-dressing, and effects for San Francisco RUSH 2049 Coin-Op. 

Creative Director-   Nimantics, Inc., Irvine, CA. December'96 to April '97.
Hired as webmaster, and quickly promoted to running a national print advertising campaign.  Other responsibilities included dealing with service bureaus, and handling communications with national magazine publishers.  

Palette Manager-   The Neverhood, Mission Viejo, CA. May '96 to July '96.
Contractor responsible for creating custom palettes and compiling into optimized Flics in Autodesk Animator Studio for this stop-motion PC title.  Other responsibilities included game testing and website creation and maintenance.

 

References available upon request.