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Michaela “Mia” Fox
Los Angeles, CA

mia@mgf3d.com
http://www.mgf3d.com
http://www.linkedin.com/in/miafox

SKILLS

  • Software Experience: Maya, Softimage XSI, 3DS Max , Photoshop
  • Source control/Bug Tracking: Perforce, Visual SourceSafe, WinCVS, Jira, DevTrack, XPlanner
  • Excellent UV texture mapping skills
  • Can quickly learn proprietary tools and technology
  • Extremely organized and detail oriented


EXPERIENCE

Pandemic Studios Los Angeles, CA (June 2008 - January 2010)

The Saboteur XBOX 360, PS3
Environment Artist

  • Responsible for closing out several neighborhoods in the game with props, building variations, and AI Fences (AI collision)
  • Responsible for “Living World” placement using ambient animations, attraction points, and spawners to make the civilian AI do more than just walk down the street
  • Placed all AI Sidewalk nodes which “guided” the civilian AI where they could and could not walk

 

Secret Level San Francisco , CA (September 2007 - May 2008)

Iron Man XBOX 360, PS3
Artist

  • Worked directly with outsourcers, in China, reviewing and giving detailed feedback on environment assets; was responsible for processing all those assets and making sure they got into the proprietary game engine
  • Technical support for internal artists helping them get environment assets into the game engine
  • With 2 months left in production I managed a small group of outsourcers and internal artists building Havok collision for over 400 assets; wrote a Havok collision rules document used by outsourcers and internal team

 

Page 44 Studios, LLC San Francisco , CA (February 2007 - August 2007)

Tony Hawk's Proving Ground PS2, Wii
Senior Environment Artist

  • Led team of three other artists porting three XBOX 360 levels to PS2 & Wii
  • Worked with level designers to redesign problem areas
  • Optimization of geometry and creation of collision primitives in 3DS Max
  • Conversion of next-gen shaders to run optimally on PS2
  • Level intro cameras


Perpetual Entertainment San Francisco , CA (July 2006 - December 2006)

Star Trek Online PC (cancelled)

  • Involved in pre-production; researched and wrote prop asset creation document for outsourcers and new hires; modeled and textured various next-gen props and space objects including creation of normal, occlusion, irradiance, and specular maps

 

Page 44 Studios, LLC San Francisco , CA (2000 - 2005)

EA Games The Godfather: The Game PS2, XBOX

  • Modeled and textured over 70 objects used throughout the game

Sony 989 Sports Gretzky NHL 2005 & Gretzky NHL 2006 PS2
Lead Environment Modeler

  • Modeled and optimized 22 arenas based on photo reference
  • Built objects such as mascot heads, trophies, scoreboards, goal LODs and collision models
  • Worked closely with programmers to design workflow, optimize scenes, and problem solve
  • Oversaw other environment modeler, lighter, and texture painter to ensure all 39 arenas were completed on time

EA Sports BIG Freekstyle PS2

  • Senior Modeler on “Gnome Sweet Gnome” level: responsible for laying out the 4 quadrant level using the design maps as a guide, focused on building the green house quadrant and final clean-up and tagging of the entire level
  • “Burn It Up” level: designed and modeled first workable version of the burning/falling tree section, worked with programmers to create trees that would be triggered to fall and break into pieces

EA Sports Supercross 2001 PSX

  • Responsible for modeling 5 stadium levels
  • Worked with programmers to create solutions for assigning game attributes to level geometry (collision and drivability tagging) and was responsible for final tagging of all tracks in the game


Fox Sports Interactive San Francisco , CA (1998 - 2000)

Fox Sports Major League Baseball 2001 PSX (not published)

  • Created textures for all fonts, front-end, and in-game art. Creation and mapping of all player uniform texture maps including home, away, clean, dirty, and all levels of detail


Radical Entertainment San Francisco , CA (1997 - 1998)

ESPN Baseball Tonight PC and PSX (not published)

  • Creation and mapping of all player uniform texture maps including home, away, clean, dirty, and all levels of detail. Creation and mapping of all player skin texture maps


EDUCATION

University of California at Berkeley (1991 - 1995)
Bachelor of Arts in Architecture

The Art Institute of Atlanta (1995 - 1996)
Visual Communications – Graphic Design

Academy of Art College San Francisco (1996 - 1997)
Computer Arts – 3D Modeling & Animation (2nd Degree Program)

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