binstream Posted February 19, 2015 Share Posted February 19, 2015 I personally highly recommend Ken, he is a very talented and productive developer working on multiple UNIGINE-powered projects from 2007 (at least 2 of them are not listed here because of NDAs). Kenneth MayfieldSenior Technical/VFX Artist steyrboy@gmail.com 954-654-9576 (USA) QUALIFICATIONS § Over ten years experience in Game Development § Expertise in all disciplines of Game Development § Experience on seven AAA titles § Development experience on Xbox One, Xbox 360, PS3, PC, iPhone, Droid § Expert knowledge in 3ds Max, Photoshop, Unigine, Unreal 3, Unreal 4, Unity, C++, Workflows/Pipelines, and several Scripting Languages § Conversational German EDUCATION Bachelor of Arts, Emphasis in Multimedia and Game Design - December 2005Specializations: 3D Modeling, Level Design, and Programming for Games.University of Advancing Technology, Tempe Arizona, USA PROFESSIONAL EXPERIENCE Darkside Game Studios, Phantom Dust (Xbox One, Unreal 3), Borderlands: The Pre-Sequel (360, PS3, PC, Unreal 3), Sunset Overdrive (Xbox One, Proprietary), Aliens Colonial Marines: Stasis Interrupted (360, PS3, PC, Unreal 3), Before the Nexus - Ratchet & Clank (iOS, Android, Unity), Spec Ops: The Line (360, PS3, PC, Unreal 3)Senior Technical/VFX Artist • Jan 2012 – Feb 2015 • Sunrise, Florida § Created and maintained art pipeline, workflow, and tools across multiple projects § Crossed disciplines between Technical Art and Visual FX when needed § Reviewed and enhanced performance on all platforms § Bridged communication between all departments § Assisted all departments in technical documentation YAGER Development GmbH, Spec Ops: The Line (360, PS3, PC, Unreal 3) Senior Technical/VFX Artist • June 2008 – Jan 2012 • Berlin, Germany § Created and maintained the art pipeline (verbally and programmatically) § Rapid prototyping § Innovation in runtime Special FX § Reviewed and enhanced performance on all platforms § Bridged communication between all departments Strange Games, Demolicious (iOS, Unigine)Director of Technology • Apr 2011 – Current • Berlin, Germany § Co-Founder and leader of the technology team § Created core gameplay, animation, physics and VFX systems § Pushed engine limits to present best possible graphics and physics § Ensure stability and proper deployment to iOS and Android devices § Ported existing game demo (Bento) to iOS and Android § Led a small team of local and remote employees Monolith Productions, F.E.A.R. 2, Condemned 2 (360, PS3, PC, Proprietary) Technical Artist • Mar 2007 – Jun 2008 • Kirkland, WA § Streamed the entire game from front to back Worked closely with the Engine team to solidify Content, Streaming, and Art tools § Trained the entire Level Design department regarding performance, streaming § Managed all art outsourcing SteamPunk Studios, Bento and the SideShow Fiesta (PC, Unigine)Director of Technology • May 07 – Jan 11 § Co-Founder and leader of the technology team Personally converted a rendering engine into a game engine (Animation, Gameplay, Cinematics) § Created an entire playable, stable game demo § Led a small team of local and remote employees Ballena Technologies Inc, Live Nation Music Venues3d Architectural Modeler • Nov 2006 – Mar 2007 • Bothell, WA § Led team of artists to create real-world locations in 3d § Scripted tools to optimize rendering § Translated photos and blueprints accurately into a 3d scene § Communicated with clients to ensure product accuracy Microsoft Game Studios, Gears of War (Xbox 360, Unreal 3)Quality Assurance • Sep 2006 – Nov 2006 • Redmond, WA § Identified and reported technical issues found within the game Communicated performance problems remotely to the team at Epic via in-house tools Dodgeball, Half-Life 2 Modification (PC, Source Engine)Technical Artist, Multiplayer Engineer • Created June 2005 • Tempe, AZ § Led a small team of unpaid artists and programmers § Nominated for best Modification at the Game Developers Conference § Over 1 million downloads Link to comment
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