Prolegomena To A Game

Ongoing UDK project, 2013-Present

 
 

Cosmonautical Autoportraits

Cyanotypes, Alt-Process, 2012-2013

 
 

Borderlands

Environment Art Lead at Gearbox Software, 2006-2010

 
 

Prototyping

Towards A Sidescroller, 2011-12

 
 

Dolorosas

Cyanotypes, Alt-Process, 2011

 
 

Succedaneum

b/w PHOTOGRAPHY, PORTRAITS, 2011

 
 

Cartomancy, Sciamachy

auguring cards, digital paint, 2011-2014

 
 

Friends and Zombies

WORLD ARTIST, ESCALATION STUDIOS, 2012

 
 

Allogeny

Urban photoInterrogation, 2011

 
 

Paucity

architectural, ephemeral, 2012

 
 

Flaberghast's Approach

Landscape MacroExtraction, 2012

 
 

Hardened Criminals In Pajamas

llustration, solemn portraiture, 2011

 
 

ALIENS: COLONIAL MARINES

Environment Art Lead at Gearbox Software, 2006-2010

 
 

Painting, 2006-2013

acrylic, mixed media on panel

 
 

Mobile Device Painting

iphone on the train, 2009-2011

 
 

Duke Nukem Forever

Artist, Level Designer, 3D REALMS, 2001-2006

 
 

Erased Photography

autopoesy, photoreduction, 2000-2014

 
 

Fiat Symbolography

narrative miniatures, collage, 1999-2002

 
 

Game Errata

Miscellaneous Game and 3d Content, 2001-2014

 
 

Real Tournament Mod

Unreal Tournament Textures, Level Design, 1999-2001

 
 

Misc. Works on Paper

prints, collage, drawing, 2000-2014

 
 

ILLUSTRATION

misc. graphics, web and print, 2010-2014

 
 

Comics and Strips

sequential art, experiments, 2010-2014

 
 

Portraits

photography, paper, prints, 2010-2014

 
 

Architectural Photography

digital, structural transfers, 2011-2014

 
 

Misc. Photography

Unserialized, encaustic, prints, 2009-2014

 
 
 
 

TIMOTHY WILSON IN Pdf | txt | LinkedIn |

 
 

Timothy Wilson is an artist with over a decade of professional experience in game development and visual design. Drop him a line.

2012-13 - Visual Effects Artist

RETRO - Donkey Kong: Tropical Freeze

 

- Created particle sprites, systems, and meshes in accordance with franchise standards of style and motion.

- Collaborated in developing and refining internal tools and FX workflow.

- Debugged and optimized FX implementations to assist in the developement of new proprietary toolset and render engine.

- Assisted in the development of particle and FX features such as debris generation, real-time water dynamics and and sky visualization.

- Produced world geometry, textures, surface shaders and interactive props, including the almighty Donkey Kong Barrels.

2010-12 - Senior World Artist

ESCALATION - Rage Multiplayer, Mobile Games

 

- Worked with idTech5 during it's development and assisted in developing an appropriate art pipeline.

- Collaborated in the design of co-op and multiplayer themes and assets.

- Originated and designed levels for vehicle-optimized multiplayer, including the creation of world geometry, materials and detail shaders.

- Produced concept art, models, scenes and materials for various mobile and browswer-based games.

2006-10 - Environment Art Director

GEARBOX - Borderlands, Aliens: Colonial Marines, Brothers In Arms: Hells Highway

 

- Led the environment art team on both Borderlands and Aliens: I assigned tasks, supervised production and provided feedback and mentorship when needed.

- Collaboratively defined the "concept-art" hand-painted art style and created practical documentation of technique and process.

- Worked with Creative Director and department leads to anticipate asset production and maintain consistent styling and performance

- Co-created and sustained a Visual Design department, correcting a lack of communication between Art and Level Design.

- Constructed world vignettes and iterative 'template' areas to facilitate rapid level creation.

- Produced environment props, modular mesh sets, textures, materials and particle FX, in addition to organizing and maintaining related engine packages.

Reviewed and integrated contributions from outsourcing; collaborated on the generation of style and 'best practice' guides for external talent.

2001-06 - Artist and Level Designer

3D REALMS/APOGEE - Duke Nukem Forever

 

- Created textures, materials, world models, prop meshes and interactive items.

- Propelled art production with the creation of level vignettes, working designers to determine art requirements and fundamental themes.

- Created multiplayer levels with an eye toward distinct assets, themes and hooks.

- Collaborated in developing a pipe-line for pixel/vertex shaders, normal map generation and dynamic materials.

- Actively participated in developing systems and toolsets for skeletal animation, material editing, bsp-patch construction, mesh painting and physics simulation.

- Provided ongoing Quality Assurance for Apogee funded external projects such as Max Payne and Prey.

Of Potential Relevance

pertinent experience and skills

 

- Extensive creative experience with Adobe products, including: Flash, Illustrator, Photoshop, Lightbox, Premiere, After Effects, Illustrator and Dreamweaver.

- Proven production skill with proprietary game engines and toolsets, inlcuding: Build, q3Radiant, Unreal Engine (v1 to 3), idTech5, Lithtech (Jupiter) and several internal, proprietary production suites.

- Proficient with css3, html5, javascript, mediawiki and most blogging platforms; the fundamental tenets of web development.

- Expert knowledge of of photography, motion picture film, video editing as well as chemical photoprocessing and various forms of physical printing.

- Desktop and digital publishing experience utilizing Quark and inDesign, including editorial and advertising layouts.

- Authored feature content, reivews, commentary as chief writer and assitant editor for Velocity and Vivid magazines.

-Enriched by a parallel 'career' in the plastic arts, with a modest resume of exhibitions, awards and gallery shows.

 

University of South Florida

B.A. Cinematography, Fine Arts

St. Petersburg College

A.A., Liberal Arts, Interdisciplinary Program

 

DROP ME A LINE |