Douglas Shrock
Artist / Animator; Credited on ‘The Sims’, Former Senior Artist for EA, Former Art Director for Sega

Please Visit My Online Demo: http://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. http://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