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David Boren

3D Environment Artist

http://www.davidboren3d.com

boren_d@yahoo.com | 903-815-7615

6600 Preston Rd., Plano, Tx. 75024

 

 

Skills

  • 3dsMax 2010

  • Adobe Photoshop CS4

  • CrazyBump 1.101

  • Javascript 1.8.1

  • Maya 2010

  • Microsoft Office Suite 2007

  • Mudbox 2010

  • Painter X

  • Torque X Game Builder 1.5

  • Tortoise SVN 1.6.9

  • Unity 2.6.1

  • Unreal Development Kit

  • Unreal Tournament 3 Editor

  • xNormal 3.16.7

  • Zbrush 3.5 R3

 

Game Experience

Maglev                                     Artist                 January 2010-May 2010 

“A third-person puzzler with magnets, robots, and space”

Guildhall Produced: four Artists, three Programmers, eight Level Designers, using the Unreal Development Kit

  • Developed 12 modeling sheets

  • Modeled, unwrapped, and textured (diffuse, specular, normal, ambient occlusion) 13 next-gen environment meshes

  • Created two tileable textures

 

Fight for the Fiendish Phlogisticator             Lead Artist         June 2009-October 2009

“Choose good or evil as you battle it out in this pulp-fiction stylized FPS in a mad scientist’s dungeon”

Guildhall Produced: two  Artists, one Programmer, three Level Designers, using the Unreal Tournament 3 Editor

  • Lead a team of artists for the “Fight for the Fiendish Phlogisticator” Unreal Tournament 3 demo

  • Created and maintained art pipeline

  • Assigned all art asset creation tasks

  • Approved all art assets

  • Imported and packaged all approved meshes and textures into Unreal Tournament 3 Editor

  • Wrote and maintained all art documentation

  • Created 3D assets

  • Four characters, three weapons, three environment meshes

  •  All included diffuse, specular, normal, and ambient occlusion maps that were exported out into Unreal Tournament 3 Editor and converted into materials

  • All characters were skinned and exported into Unreal Tournament 3 Editor where I set up the sockets, material instance constant materials, and configured their .ini files so that they would appear and be playable in -game

  • All weapons were rigged in 3dsMax, exported out into Unreal Tournament 3 editor where the sockets were added and packages for the meshes and materials were built

  • Created four tileable environment textures

  • Created game case cover, manual, and disc label

 

Bathyscaphe                              Artist                      March 2009-May 2009

“A 2D deep-sea adventure where you navigate your submarine to find the elusive giant squid”

Guildhall Produced:  two Artists, one Programmer, one Level Designer, using Torque X Game Builder

  • Created 2D artwork  for “Bathyscaphe” video game (Awarded “Most Immersive”)

  • 24 frames of 2D animation

  • Marketing poster

 

Haiku                                      Artist                                         March 2009

“Fight your way through this visually breathtaking 2D hack n’ slash inspired by ancient Japanese screen paintings.”

Guildhall Produced: one Artist, one Programmer, one Level Designer, using Torque X Game Builder

  • Created 10 concept pieces

  •  Created 60 frames of 2D animation

 

Independent Contractor--“Minuteman” Indie Movie Project       Environment Prop Artist     July 2009

Dreamfly Produced: six Artists, one Programmer, one Level Designer, using Unreal Tournament 3 Editor

     Modeled, unwrapped,  and textured six meshes for a  hospital scene that appeared throughout the indie film “Minuteman”

 

Education

The Guildhall at SMU                                                   January 2009-May2010

Certificate in Digital Game Development, specialization in Art Creation

Austin College                                                    August 2004-May 2008

Graduated Cum Laude with Bachelor of Arts in Philosophy, with a minor in Art

 

 

Personal Works

Directed Focus Study “Shanty Town Harbor”                                 January 2010-February 2010

A shantytown harbor level set in Asia that was cut from the “Stranglehold” videogame

  • Based off concept art for the videogame “Stranglehold”

  • Created using modular assets

  • Created using 3dsMax, Adobe Photoshop CS4,  and the Unity game engine

 

 

Directed Focus Study “Morning Allure”                               August 2009-September 2009

A 3D environment scene inspired by ship graveyards and lost islands

  • Developed based off ship graveyards

  • Created to look like a game environment

  • Designed to give the viewer an aesthetically pleasing experience

 

 

David Boren

3D Environment Artist

http://guildhall.smu.edu/portfolio/davidb

boren_d@yahoo.com | 903-815-7615

6600 Preston Rd., Plano, Tx. 75024