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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.