Resume

David Dawson

dave@matrixi.com



Shipped Titles:
Pathfinder Online – MMO - Alpha Launch - Goblinworks.com
Lord of the Rings – RPG - War in the North "AAA" - WB Games
Unshipped title - FPS
Unshipped title - RPG Fantasy

Books Contributed to:
Game Development Essentials Second Edition
· By Jeannie Novak ISBN: 1-4180-4208-0
  Game Development Essentials Second Edition: Game QA & Testing
· By Jeannie Novak ISBN: 1-4354-3947-3

Education:
Art Institute of Pittsburgh - Bachelor of Arts, Game Art & Design
School of Communication Arts - 3D Modeling and Animation
Brown College - Associate of Applied Science, Advertising & Design

Skills:
· Understanding of Virtual Reality content development.
· Understanding of the creation of Physics Based textures.
· Ability to Rig and Animate both organic and environmental objects.
· Understanding of Physics based simulations to create spectacular destruction animations.
· High technical aptitude for learning new technology and problem solving.
· Ability to accept and provide direction, multi task and work well under pressure
· Excellent communication, interpersonal, and organizational skills
· Strong instructional skills, able to mentor and teach others
· Ability to collaborate and contribute to the creative process.
· Experience in 3D modeling and texturing, project management, web design, HTML, 2D/3D animation.
· Strong artistic background in painting, sculpture, colored pencil, freehand illustration and 3D printing.

Software:
3DS MAX, Substance Painter, ZBrush, Adobe Photoshop, Knald, X-Normal, Perforce, Illustrator, Adobe Premiere, Adobe After Effects, Crazy Bump, Flash, Word, Excel, Power Point, Storyline.

Game Engines/Tools:
Multiple in house custom engine tool sets, Unity, LithTech, UnReal, Substance Designer, Bigworld, Speedtree, Havok.

Experience:

Aquent- Microsoft - 3D Generalist HoloLens : June 2016 - Present
· Creating HoloLens experiences for clients. 
· 3D Modeling, Concepting, Interface concepting, Animation 
· Creating FX for use in the Unity game engine
· Collaborating with team members to discover new technology to enhance client experiences. 


Unity Technologies- 3D Artist: August 2015 - March 2016
I was brought on to the team to figure out best practices of creating content for VR and AR experiences. This included limitations of the hardware and workflow standards when creating content.

· Create 3D props, architecture and other objects for using in Virtual Reality and Augmented Reality
· Assist in developing work flow standards for more efficient techniques for VR.
· Train new, existing team members on software packages.
· Assist tools development by working closely with programmers on the Unity Engine.

Goblin Works- Senior Environment Artist: August 2012 - June 2015
Start up company I was asked to become a share holder and helped land a successful Kickstarter campaign of over a one million dollars to secure the launch of the MMO game.

· Develop and create environment art styles; texture treatment, architecture, props, flora and landscapes.
· Create breakables and scripted event props
· Animation - Baked physics animations for destruction for both in game and cinematics
· Technical Artist duties; assisting in integration of new software into our tool sets.
· Assist in developing work flow standards for more efficient techniques.
· Train new, existing team members on software packages.
· Created online documentation to train new and existing team members on studio tools and techniques.
· Work with all departments to develop new tech approaches for environments.
· Assist tools development by working closely with programmers.

Freelance- Contract Artist: November 2011 - August 2012
· Project Management
· Create high poly 3D models.
· 3D Animations and Flash movies.
· Designing instructional learning projects for corporate clients.

WB Games- World Artist:   March 2007 - November 2011
· Create world assets; props, vehicles, architecture, plant life.
· Create breakables and scripted event props, baked physics animations and cinematic destruction.
· Animation - Baked physics animations for destruction for both in game and cinematics
· Technical Artist duties; assisting in integration of new software into our tool sets.
· Assist in developing work flow standards for more efficient techniques, which included
tracking and logging assets for better production scheduling. This involved working with almost
every department in the studio.
· Train other team members how to create breakable objects and baked physic animations.
· Trained new, existing team members on software packages.
· Instructional Design; Created online documentation to train new and existing team
  members on studio tools and techniques.
· Work with all departments to develop new tech approaches for environments.
· Assist tools development by working closely with programmers.
· Experience using in-house level editor tool set.

Airadine Studio - Contract Lead Artist:  August 2005 - 2006
· Co-developed original MMORPG game concept.
· Environmental scenes, vehicles and props.
· Developed marketing materials for use in presenting to investors.

Teaching:
St. Thomas College, MN
· Class room instruction for various corporate clients on the use of many software packages.
North Hennepin College, MN
· Class room instruction for students learning various graphics software tools.



References available upon request