Hello,
I am currently a Principal Environment Artist at Giant Skull, previously Principal Environment Artist at LightSpeed LA and Kintsugiyama.
I worked at Naughty dog around 11 years on the Uncharted and Last of Us franchises while simultaneously teaching as a mentor/instructor for my Vegetation and Plants course at CGMA. I was at Runic games as a senior/ lead on Torchlight 1 and 2. I have over 20 years in the industry so far and I have worked full time and contract in multiple cities and countries around the world.
My Experience includes projects for Lightspeed LA, Naughty Dog Inc, Teaching my Vegetation in Games class for CGMA, Runic Studios, Flagship Studios, Planet Moon Studios, Valkyrie Entertainment, And Acony Inc.
Previous work: The Last of Us 2, Uncharted 4: The Lost Legacy, Uncharted 4, Uncharted 3, Torchlight 1, Pre Production for Torchlight 2, Unannounced Project for Microsoft, and Hellgate London.
--Resume/CV--
Jeremy M. Huxley
Los Angeles, CA
503.927.9655 jeremyhuxley@hotmail.com
OBJECTIVE
Principal / Lead Texturing and/or Modeling position
SALARY REQUIREMENTS
Salary negotiable
WORK EXPERIENCE
Principal Environment artist
Lightspeed LA / Tencent America 02/21 to Present
Senior Environment artist
Naughty Dog, Santa Monica CA 06/10 to 12/20
-Last of Us 2
-Uncharted The Lost Legacy
-Uncharted 4
-Uncharted 4 M.P.
-Uncharted 3
-Uncharted 3 M.P.
Instructor for CGMA (early 2017-present)
https://3dclassroom.cgmasteracademy.com/elective/1961
https://www.youtube.com/watch?v=0SGNjeVtNeM
Lead Environmental Artist (Torchlight & early production for Torchlight 2 PC)
Runic Games, Seattle Washington -05/09 to 06/10
• Creating new and interesting tilesets in a cartoony style for an action RPG
• Creating environmental tileset from very rough concepts
• Creating versatile sets that all use snaps and can be reused as many ways as possible
• Creating low poly meshes (the game can even run on a netbook)
• Creating very colorful hand painted textures
• Working directly with the Lead level designer, Lead Programmer and Art Director to keep things on track
• Pushing the art as far as we can with the limited constraints!
Senior Environmental Artist (Microsoft game Xbox360), (Drawn to Life Wii)
Planet Moon Studios, San Francisco California -08/08 to 05/09
• Creating Environment props for a "next gen" cartoony game for Microsoft
• Coming up with new and interesting ways to use Normal maps and new technology for a stylized game
• Taking concepts and breaking them down into props, simplifying the process for development
• Planning a production pipeline for art with very strict milestones in mind
• Level layout and placement of props to match the concept
• Modeling, and texturing background art assets in 3D Studio Max, Maya and Photoshop
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Creating Emissive maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly props for fleshing out the game
• Designing full texture sets
• Creating low poly meshes with suttle texture and vertex lighting for "Drawn to Life" for the Wii
Environmental Artist (Hellgate London PC)
Flagship Studios, San Francisco California -02/07 to 07/08
• Creating Randomized levels for Hellgate London
• Taking levels from concept to completion
• Level layout and placement of monsters, interactive objects and particle effects
• Lighting, modeling, and texturing background art assets in 3D Studio Max and Photoshop
• Designing and creating large wilderness areas to “open” Hellgate London with Patches 1 and 2
• Creating pivotal locations in Hellgate London, such as major story sections
• Created all endgame areas for Hellgate London
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Creating Emissive maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly props for fleshing out the game
• Designing full texture sets
Environmental Contract Artist (Blacksite Area 51, Sega Rally Revo)
Valkyrie Entertainment, Seattle Washington -07/06 to 01/07
• Working directly with the owner and lead artist at Valkyrie
• Working under deadlines, self monitoring and self motivated
• Creating models based on provided photos from client
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps
• Setting up shader for easy integration into Sega Rally engine
• Doing any changes or tweaks based on the clients requests
Texture, Model, and Shader Artist (Parabellum PC)
Acony Games, Villingen Germany -12/04 to 05/06
• Creating Modular environmental assets for the Far Cry Sandbox and the Unreal 3 engine
• Creating Diffuse maps
• Creating Colored Specular maps
• Creating Normal maps and overlays for added detail
• Creating Emissive maps
• Creating T-mission maps
• Creating Alpha maps for shaders
• Creating Hi Poly models for normal mapping
• Creating low poly static meshes for fleshing out levels
• Designing and creating modular pieces for detailing BSP
Texture Artist, Modeler and Designer
Team Assault, freelance mod for Quake 3 -03/99-01/00
• Designed characters for a Team Fortress remake project
• Play testing project for game play and bugs
• Creating Models for objects, weapons and characters
• UV mapping all characters, objects and weapons
• Creating Tile-able textures for maps
• Creating designs for logos
• Creating art for the website
• Texturing all characters, objects and weapons
PROFFESSIONAL SKILLS
I am a positive worker and enjoy working in a team environment. I am open to critique and learn very quickly in arts along with languages. I am good at imitating a style desired for a project, or creating something unique. I love to watch as a project blossoms and am willing to stay late to meet deadlines. I am a self trainer and can be relied on to continually produce quality work.
SOFTWARE KNOWLEDGE
Adobe Photoshop over 10 years
Adobe Illustrator 2 years
Corel Painter 3 years
3D Studio Max 10 years
Maya 6 years
LEVEL EDITORS
-Unreal 3 3 year
Hammer 2 year
Radiant 1 year
Sandbox 1 year
EDUCATION
-Bachelor of Science in Media Arts and Animation –Art Institute of Portland, OR, June 2004
-Participation in Game Developers Conference, London, 2005
-H.S. diploma, Monroe, OR, USA -
You can find my resume here:
http://jeremyhuxleycv.blogspot.com/2006/02/cover-letter-resumecv.html
Or just email me at: jeremyhuxley@hotmail.com
I worked on Hellgate London, modelling, texturing and design work.
I joined to work on a prototype Microsoft game and build up an environment team with my leads, sadly the project was cancelled and the studio closed shortly thereafter.
I joined Runic when they had a prototype for Torchlight 1, In a year I modeled and textured all the remaining tile sets with Adam Perin.
I have worked on Uncharted 3 and 4 here, I was part of a small group of people doing early lookdev on Uncharted 4.