Douglas Shrock - Shrox
Hendersonville, NC - 828-697-2255
shrox@shrox.com - online at www.shrox.com
EMPLOYMENT HISTORY
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Most recent:
Art director at BreakAway Games at Texas A&M University in Corpus Christi, TX July 2006-March 2007
Art director on "Pulse!!", a medical and surgical simulator funded by the US military and supported by Harvard, Yale and John Hopskins University hospitals.
Managed and supervised 8 artists and animators.
Authored art technical design documents and style guides for Pulse project.
Organized and compiled work received from art team for review and revision.
Created animations and converted motion capture files into completed animations.
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Recent freelance work:
Created images for NASA depicting plans for the proposed Shackleton Crater lunar base. 2006
Working with branding and advertising agencies Precision Intermedia and Tungsten Branding doing animated commercials and product identity. 2006
Redesigning packaging for HairDini products, including boxes, ad scripts, television commercials with computer effects, and introducing a DVD MegaClip/PoofDini combo. Look for all of these on QVC shopping channel in summer and late fall. 2006
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Apogee Model Rockets 2001-Present
Designed model rockets and packaging, created monthly newsletter and website. Attended model rocket conferences and hobby shows.
www.apogeerockets.com
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Art Director, Sega - San Francisco, CA 1999-2003
Only artist working on 10six a massive multiplayer online game.
Redesigned all of the game art from maps to meshes
Created a series of futuristic tanks, weapons, and 'avatars'; the persona and image of the player.
Conceived and created an animated movie short based on the 10six premise.
Designed and created many advertising support materials for 10six, such as posters, T-shirts, temporary tattoos, magazine covers and ads.
TITLE: 10six www.10six.com
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Model Builder and Animator (Contract), Digital Anvil - Austin, TX 1998-1999
Responsibilities included revising and updating storyboards of game cut-scenes, creating and animating high-detail spacecraft, as well as electronic pyrotechnics, and other effects.
Supervised up to 5 people directly at a time. Supplied background images of nebula and other stellar phenomena for the movie, "Wing Commander", based on the popular game series from Origin.
TITLES: Conquest, Wing Commander (Movie)-1998
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Executive Artist, Maxis - Walnut Creek, CA 1997-1998
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.
Maintaining specific standards of quality and meeting of deadlines were paramount in the course of any project, as well as the preparation of weekly status reports and ensuring the delivery of completed artwork to appropriate personnel.
Organized and compiled work received from art team for review and revision.
Trained artists on new and cutting edge tools and technology. Implemented creation of and design of new in-house graphics tools.
Participated in conceptual and pre production meetings with NASA on SimMars project.
TITLES: SimCity 3000, Streets of SimCity, LunaSim, SimMars, Tony LaRussa Baseball 4, and SimSafari
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Senior Lead Artist, Rainbow Studios - Phoenix, AZ 1992-1997
Lead team of 5 artists
Worked as artist and animator on various flying logos, promos, etc.
Became lead artist as company moved into entertainment and gaming.
Created 3D models and set designs.
Participated in artist exchange program with Amblin Studios during first year of 'Star Trek: Voyager'
TITLES: Trimark's 'Air Havoc Controller', Microsoft's 'Video for Windows Demo', 'Cosmic Visions', 'The Audition', Trimark's 'The Hive', 'Deadly Tide'
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Slots 4 Us - Phoenix, AZ - 1990 - 1992
Graphic designer / artist
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YES! I am experienced in low polygon modeling
YES!: I am experienced in high polygon modeling
YES!: I am experienced in high-rez and low-rez mapping
YES!: I am experienced in creating appropriate detailed mapping textures
YES!: I am experienced in cinematography and lighting
YES!: I am experienced in creating for consoles, PC's and internet play!
I specialize in visual futurism, what will this street look like 25, 50, 200 years from now? While I enjoy space and science fiction, I can give anything an out of tomorrow look, a football stadium, an airport, a car or a coffemaker. I can design an entire look and theme for a project or game, and I can fit into an established style and look. I can model and animate in most any such program. I am proficient in all the major art software packages. I like to model in Lightwave, and can export to any popular format, Maya, 3DMax, obj. etc. I have basic programming understanding and can keep inside the guidelines laid out by the confines of programming. I work quickly and accurately, keeping mind of milestones and production schedules.
I was diagnosed with a serious neurological illness in 2001. It became bad in 2002, but by 2005 I had beat it. I missed working, and am ready to get back in the game. For fun I enjoy racing streetluge and flying model rockets.
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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 plantlife 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:
1990-1991 - Associates degree, Collins Design College Tempe, AZ
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REFERENCES:
Max Remington, Breakaway Games - 717-891-8415
Peter Kruger, Precision Intermedia - 707-725-0804
Tim VanMilligan, Apogee Model Rockets - 719-535-9335
Dr. Chris McKay, NASA - mckay@nasa.gov
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