Full Name: Jonathan Woodman
Date of Birth: 10/02/1983
I am a graduate 3D artist who has been working professionally in the games industry for three years. I specialise in creating environmental art assets for videogames. Games and the creation of artwork has been a life-long passion, and I feel privileged that I can professionally pursue it. My goals are to continue working in the industry, to keep learning, and to become a better artist.
- Self-motivated, eager, and enthusiastic. I greatly enjoy working in a team environment.
- Effective communicator. Good writing skills. Can work to specification.
- Organised and efficient, I can work to tight milestones.
Commercial Game Development
|May 2014 - September 2014||
Dangerous Derk Interactive - Environment Artist
I created a variety of environment, clothing, and equipment assets for a next-generation fishing simulator.
|January 2014 - April 2014||
Simian Squared - Environment Artist
Tasked with the development of prototypes and production art for an unannounced 3D title. I worked with the art director to produce artwork within a stylized visual framework, using their proprietary physically based rendering system.
|April 2013 - November 2013||
Bolton University - Part-Time Lecturer
I was employed by Bolton University to teach a Games Art module for 2nd year Games Design students. This role tested and expanded my knowledge of both Maya, and 3DS Max.
Aside from my lecturing duties, I worked with senior lecturers to help define and focus aspects of the module, in order to enhance the workflow for both games artists and level designers. Modularity and an iterative design process became a large part of the artifact production process. I created a variety of muti-media course materials, including introductions, tutorials, and guides.
Digital Extremes - Contract Artist
I was contracted to create environment, weapon/item, and vehicle models for Warframe. I was focused on sci-fi, hard-surface objects in three different styles. My work was created by making high-poly, modular assets, and baking those details to maps applied to low-poly, game ready models. I worked from concept art but often had to elaborate or create a solution for a design problem.
Front Edge Marketing - Contract Environment / Compositing Artist
I was tasked with creating 3D scenes for an interactive 'spinning reel' game. I created a number of fully textured and lit, high-poly environments. The scenes were based upon concept art of my own creation. The scenes were rendered in Mental Ray and later composited in Photoshop and After Effects. I was also contracted to complete compositing work on a huge number of After Effects scenes: beautifying flat looking animations using a range of techniques. 8 games were shipped during my employment.
Freelance Environment Artist - Cortex Interactive
I was responsible for creating concept design drawings, then producing game models from those designs.
This was achieved using a current generation workflow, creating high-poly models and using baking techniques to transfer those details to the low-poly game-ready assets.
- High-poly hard-surface and organic modeling
- Autodesk 3D Studio Max
BA (Hons) Games Art at Bolton University, 2:1 (first division)
Awards / Other Achievements
Selected by university staff to assist in the training first year students in an ambassador program.
Twice winner of Bolton University's Games Art Summer Competition.
Acted as lead writer for one of the largest Counter-Strike news websites, UK Counter-Terrorist. I managed a team of writers, individually
produced hundreds of news items, features, and interviews. I managed a team of four writers to cover large scale events and travelled to competitive events to cover tournament proceedings. During this time I became a staff writer for a number of prominent websites such as AMD Gamer, GotFrag, and Team Fnatic.