Resume
James Mestemaker
Special FX Artist : Animator
Achievements
- NCSoft's "Award for Creative Innovation 2008"
- 15 years experience in the video game industry
Primary Skill Set
- Special FX
- Character / Object Animation
- Art Direction
- Outsource Management
- Process / Personnel Management
- Scrum
- Modelling / Texturing
Titles
- Star Wars-The Old Republic (PC) MMO
- Tabula Rasa (PC) MMO
- Weekins (N64)
- Earth and Beyond (PC) MMO
- Site 4 (Arcade)
- Maximum Force (Arcade)
- Area 51 (Arcade)
Software
- Autodesk 3dstudio Max
- Autodesk Character Studio
- Adobe Photoshop
- Adobe Premier
- Corel Painter
- Test Track Pro
- Perforce
- HanSoft
Education
- Associates Degree in Fine Art and Computer Animation
Bioware / EA
March 2009 - Present
Senior VFX Artist
- Concept and creation or particles, textures, animations and meshes for in-game ability and environmental special fx.
- Strong communication with designers, leads and teammates to achieve the games vision.
- Tested and documented tools used to enhance the quality of or special fx.
NCSoft Inc.
Feb 2003 – March 2009
Lead VFX Artist / Senior Animator
- Art directed all special fx and insured continuity and maintained a standard of high quality.
- Led the production and implementation of special fx tools.
- Worked closely with programming, art and design on expectations vs. performance issues.
- Utilized technical knowledge to implement art through the database.
- Created best practices and tutorials on how to properly execute visual effect tasks.
- Managed a team of 3 special fx artists.
* Worked with outsourced concept artists and model builders on weapon creation and integrated final outsourced assets.
* Worked with special fx artists and animators to create combat and creature special fx.
* Wrote mid-point and annual reviews.
* Held bi-weekly 1 on 1 meeting with members of my team to address concerns, offer feedback and support.
- Insured proper communication between programmers and artists to integrate assets properly.
- Asset creation·
- Special fx for 75 combat weapons, 300 combat abilities, 100's of creatures and environments.
- Creature / weapon / object modeling.
- Key framed character and creature animation sets.
SuperHappyFunFunFeb
2002 – Jan 2003
Senior Animator / Senior Special FX
- Created character and creature animations.
- Created special fx for combat and environments
- Modeled and textures environments, objects and weapons.
EA / Westwood Studios Las Vegas
Feb 2000 – Jan 2002
Senior Artist
-Modeled and textured avatars, space stations and items.
-Edited and directed mocap shoot.
-Manipulated raw mocap data.
Mesa Logic Inc. / Atari / Time Warner Interactive / Midway
March 1994 – Jan 2000
Lead Artist / Senior Artist
- Responsible for prototyping a new title.
* Researched tool and engine options.
* Wrote initial game design and back story.
* Built test levels utilizing Worldcraft (Half-Life) and QeRadiant (Quake 3).
* Designed a new arcade light gun that integrated movement control into the gun.
* Met with Id about possible gun control project.
- Modeled and textured high and low poly avatars, creatures, environments, weapons and items.
- Created special fx for combat and environments- Manipulated raw mocap data.
- Organized thousands of stop motion and blue screen animation files.