Jason Miller
jmiller@distortions.com
Profile:
I am an experienced technical artist offering a range of skills in level design, worldbuilding, scripting, and game design.
Experience:
2003-Now:
n-Space (Orlando, FL)
Technical Artist
- Unannounced Wii/360/PS3 Title
- Upcoming DS Product
Lead Technical Artist on Star Wars: The Force Unleashed (Nintendo DS)
- Lead Technical Artist
- Assisted with Prototyping & Level Layouts
- Ship Date: 09/16/08
Lead Technical Artist on Call of Duty 4: Modern Warfare (Nintendo DS)
- Lead Technical Artist
- Assisted with Game Level Scripting
- Assisted with Level Layouts
- Ship Date: 11/05/07
Lead Artist / Designer / Worldbuilder / Scripter
- Filled various roles for an unpublished experimental Nintendo game
Lead Artist on Goldeneye: Rogue Agent (Nintendo DS)
- Lead Artist Duties
- Worldbuilding
- Game Event Scripting
- Ship Date: 06/13/05
Worldbuilder on Geist (Gamecube)
- Worldbuiling: Modeling, Texturing, Lightmapping, Map Layouts.
- Ship Date: 08/15/05
2002:
LogicalVice (Orlando, FL)
3D Artist on Boomtown
- Responsible for much of the finalized game art's look and design.
- Modeled and textured characters (1300-2600 polys) including alternate "skins" for many.
- Created main character (4500 polys) for "Boom Town" project.
- Texture mapped weapons, items, animals and props.
- Assisted with modelling and texturing of buildings and terrain (with lightmapping).
1998–2001:
Miami Cranio-Facial Anomalies (Miami, FL)
Computer Operator & Graphics Designer
- Digitized and surfaced palate casts into 3D, using CADKEY.
- Created morphed sequences from images for presentations.
- Responsible for all computer-related projects and research.
1996-2001:
Connected Distortions (Miami, FL)
Programmer and Web Designer
- Created several award-winning shareware programs.
- Freelance web and graphics design.
- Created, maintained and publicized company website.
Education:
2001-2002:
Full Sail Real World Education (Orlando, FL)
Computer Animation Associate of Science Degree.
- Salutatorian
- Advanced Achievement Award
- Character Design Course Director’s Award
- Game Character and Scene Design Course Director’s Award
Personal Game Projects:
Current Work-In-Progress:
Project mGrabber AKA SpaceBalls
Designed and prototyped game in Blitz3D.
- A scrolling shooter with a twist.
- 3D Scroller with 2D gameplay.
- Currently have a working game engine and several prototype levels.
2005:
Yigum
Created game demo in Blitz3D.
- A unique puzzle/arcade game. 2D backgrounds with 3D objects.
- Worked with Roller Toaster Team to create demo in less than 6 months.
- Scripted the entire game in Blitz3D.
- Created Particle Effects and Explosions.
2001-2002:
Ultimate Air Hockey
Designed and prototyped game in Blitz 3D.
- An arcadey air hockey game on a floating-in-space table.
- Intuitive and smooth paddle control with the mouse.
Skills:
Game Development Skills:
- Experienced as a lead artist in a team environment.
- Skilled in game design and prototyping gameplay.
- Worldbuilding
- Layout / Prototyping
- Modeling
- Texturing
- Lighting
- Technical Artist
- Problem Solving
- Scripting
- Interface / Pipeline Design
- Excellent communication skills with designers, programmers and artists.
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Software:
Strong Skills in
- 3D Studio Max
- Maya
- Photoshop
- Corel Painter
- Microsoft Office
Intermediate Skills in:
- XSI
- ZBrush
- Illustrator
- Shake
- Macromedia Flash
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Technical:
Strong Skills in
- Scripting (general)
- Blitz 3D
- HTML & Web Design
Intermediate Skills in:
- XNA & Torque X
- MEL
- MAXScript
- Delphi / Pascal
- C# and C++
- Object-Oriented Programming
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