Douglas Shrock
Artist / Animator; Credited on ‘The Sims’,
Former Senior Artist for EA, Former Art Director for Sega
Please Visit My Online Demo: https://www.vimeo.com/1490030
Character Animation, Cinematography, Low
& High Polygon Modeling & Resolution Mapping, Mapping Textures,
Lighting, Matchmoving, and Compositing.
Thoroughly familiar with the design, creation,
and implementation of graphics in video games, which require in-depth knowledge
of advanced computer animation skills.
An understanding of platform capabilities
thus best performance from art assets.
Well experienced in areas of planning
and setting objectives, asset management, and assessing skill and abilities
of employees and assigning job duties accordingly.
3DSMax, Maya, Lightwave, Photoshop, Premier,
Illustrator, Motion Builder, Syntheyes, Gamebyro, Unreal.
WORK EXPERIENCE:
3D Animator / CGI, Shrox Art & Design
2007 to Present
Client: House of Fear/MTSFX
movie studio. Redruth, Cornwall, UK. Acted as Interim CGI Director
(January 2009-Present) - Set-up CGI department by specifying hardware components
and software requirements for rendering a first class finished product.
Implemented CGI effects in 3D stereo footage. Designed and implemented
computer animations and digital special effects for the upcoming 3D stereographic
movie "Watchmen of Hellgate", including designing and modeled the city
of London as it might appear in the year 2084.
Client: Precision Intermedia,
Fortuna, CA. Acted as Contract Artist and Designer (July 2007-December
2008) - Wrote and created 3D animated commercials for local and national
television markets. Designed packaging and advertising for new products.
Created company flying logos and developed branding identities.
Client: NASA:
Created images for NASA depicting plans for the proposed Shackleton Crater
lunar base.
Art Director, BreakAway Games, Corpus
Christi, TX July 2006-March 2007
BreakAway, Ltd. is a leading developer
of entertainment games and game-based technology products.
Art director on "Pulse!!” a medical and
surgical simulator funded by the US military and supported by Harvard,
Yale and John Hopkins University hospitals. Managed and supervised 8 artists
and animators by keeping timelines and project scheduling current. Authored
art technical design documents and style guides. Organized and compiled
work received from art team for review and revision. Created animations
and converted motion capture files into completed animations. https://www.sp.tamucc.edu/pulse/default.asp
The company closed their Austin office,
then moved some to the Corpus Christy office, I was the most recently hired,
and they only needed one art director.
Lead Animator, Digital Frontier, Phoenix
AZ May 2003 – July 2006
Digital Frontier was a small manufacturer
of mobile 3D rides seen at expos and fairs.
I designed and pre-rendered full motion
graphics for the 3D Virtual Reality interface technology company. Worked
with hardware team on VR goggles to implement design and execute the concept
to mass market standards. Demonstrated capabilities at conventions in tandem
with sales team and hardware personnel.
Art Director, SEGA of America, SF, CA
June 1999-May 2003
Only artist working on 10six a massive
multiplayer online game and designed all of the game art from maps to meshes.
Created a series of futuristic tanks, weapons, and avatars. Conceived
and created an animated movie short based on the 10six premise and Designed
many advertising support materials for 10six, such as posters, T-shirts,
temporary tattoos, magazine covers and ads. www.10six.com
Model Builder & Animator, Digital
Anvil, Austin, TX March 1998-January
1999
Responsibilities included revising and
updating storyboards of game cut-scenes, creating and animating high-detail
spacecraft, as well as special effects on the ‘Conquest’ game.
Supervised up to 5 people directly at
a time and supplied background images of nebula and other stellar phenomena
for the movie, "Wing Commander", based on the popular game series from
Origin. Digital Anvil was a Chris Roberts start-up company funded by Microsoft.
I was laid-off with others in January 1999.
Executive Artist, Maxis/EA, Walnut Creek,
CA February 1997-March
1998
Responsibilities included direction of
and coordination of projects and personnel, including managing and supervising
artists and animators, aligning schedules to realistic timetables and deadlines,
ensuring the availability of necessary tools and resources. Authored art
technical design documents and style guides for projects and organized
work received from art team for review and revision. Also trained artists
on new tools and technology and implemented creation of and design of new
in-house graphics tools. Participated in conceptual and pre production
meetings with NASA on SimMars project.
I got a better offer from Digital Anvil
after one year at Maxis, there had already been two rounds of layoffs,
so I took the offer rather than risk having another round of layoffs when
EA bought Maxis.
Published titles: SimCity 3000, Streets
of SimCity, LunaSim, SimMars, Tony LaRussa Baseball 4, and SimSafari. On
each of these I did the opening video or splash screen.
Senior Artist, Rainbow Studios, Phoenix,
AZ March 1992-July 1997
I began at Rainbow doing flying logos
and short animations for infomercials. We did our first game in 1994, Air
Havoc Controller. I did the crash animations when two planes collided.
I also was lead artist on the Hive, where I did about 70% of the ship and
set design, and the modeling and animation. Led team of five artists and
created 3D models and set designs. Rainbow Studios is now a subsidiary
of THQ. Worked with Amblin Studios during first year of 'Star Trek: Voyager'
on ship design, concepts and environments.
Published titles: The Hive, Air Havoc Controller,
Cosmic Visions, The Audition, Deadly Tide.
Freelance - Traditional Graphic Designer
1983 - 1992
Worked at The New Times – Phoenix Arizona
and the Yellow Pages - Phoenix Arizona, amongst many other clients.
OTHER WORK EXPERIENCE:
Artist / Designer, Apogee Model Rockets
2001 - Present
A manufacturer of model rocket kits, engines
and accessories.
Designed model rockets and packaging, created
monthly newsletter and website. www.apogeerockets.com
EDUCATION:
Associates Degree in Art, Collins Design
College Tempe, AZ, 1985
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CIVIC ACTIVITIES HISTORY:
2001-2002- Chairman, Kirker Creek Watershed
Project- Pittsburg, CA
Chaired meetings. Organized and facilitated
meetings and tours with local industries to allow access and study of the
wildlife and plant life on Pacific Gas & Electric's property.
2001-2002- Commissioner, Community Advisory
Commission Pittsburg, CA
Attended City Council meetings as a representative
of the Community Advisory Commission.
Worked with local police to reduce graffiti
and vandalism as an effective means of preventing larger crimes.
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EDUCATION HISTORY:
1983-1984 - Associates degree, Collins
Design College Tempe, AZ
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REFERENCES:
Peter Krueger, Precision Intermedia -
707-725-0804
Tim VanMilligan, Apogee Model Rockets
- 719-535-9335
Dr. Chris McKay, NASA - mckay@nasa.gov |