Prolegomena To A Game
Ongoing UDK project, 2013-Presentnext
Cosmonautical Autoportraits
Cyanotypes, Alt-Process, 2012-2013next
Borderlands
Environment Art Lead at Gearbox Software, 2006-2010next
Prototyping
Towards A Sidescroller, 2011-12next
Dolorosas
Cyanotypes, Alt-Process, 2011next
Succedaneum
b/w PHOTOGRAPHY, PORTRAITS, 2011next
Cartomancy, Sciamachy
auguring cards, digital paint, 2011-2014next
Friends and Zombies
WORLD ARTIST, ESCALATION STUDIOS, 2012next
Allogeny
Urban photoInterrogation, 2011next
Paucity
architectural, ephemeral, 2012next
Flaberghast's Approach
Landscape MacroExtraction, 2012next
Hardened Criminals In Pajamas
llustration, solemn portraiture, 2011next
ALIENS: COLONIAL MARINES
Environment Art Lead at Gearbox Software, 2006-2010next
Painting, 2006-2013
acrylic, mixed media on panelnext
Mobile Device Painting
iphone on the train, 2009-2011next
Duke Nukem Forever
Artist, Level Designer, 3D REALMS, 2001-2006next
Erased Photography
autopoesy, photoreduction, 2000-2014next
Fiat Symbolography
narrative miniatures, collage, 1999-2002next
Game Errata
Miscellaneous Game and 3d Content, 2001-2014next
Real Tournament Mod
Unreal Tournament Textures, Level Design, 1999-2001next
Misc. Works on Paper
prints, collage, drawing, 2000-2014next
ILLUSTRATION
misc. graphics, web and print, 2010-2014next
Comics and Strips
sequential art, experiments, 2010-2014next
Portraits
photography, paper, prints, 2010-2014next
Architectural Photography
digital, structural transfers, 2011-2014next
Misc. Photography
Unserialized, encaustic, prints, 2009-2014next
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.