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    Stephen Rushbrook

    Stephen Rushbrook

    Freelance CG artist

    Danbury, United Kingdom

    For the last twenty years I have practiced my art in the highly competitive and demanding arena of computer game art. From the era of 2d sprite based graphics on the Commodore...Read moreFor the last twenty years I have practiced my art in the highly competitive and demanding arena of computer game art. From the era of 2d sprite based graphics on the Commodore Amiga to the PS3, XBox and Wii that make use of highly detailed real time 3D assets.

    I am fully conversant in Photoshop 3D Studio Max and Maya. I have extensive experience with all manner of Graphics engines and their in house tools. This means I can adapt and pick up and new tool or package with considerable ease in short order.

    Along with my 3D, I have also been heavily engaged with concept art, design, development and can pick up styles and direction quickly and competently.

    Where I excel is taking concept art and creating 3D assets. Give me a concept illustration and a bunch of reference and in short order you will have an extremely tidy and efficient 3D asset at the level you need it, be it for real time application or pre-rendered video.

    I’m good at taking direction and constructive criticism, and will always strive to exceed your expectations and deliver to the best of my ability.

    Area Covered: Concept Design/Visualisation. CG Visualisation. Computer Game Art
    Company Name: Oregon Studios
    Employees: 1
    Work Experience Summary: Freelance CG Artist
    UK (essex) Oct 2011 - current


    Senior Environment Artist
    Blue Tongue Entertainment – Melbourne – AU. May 2005- Aug 2011

    Key Responsibilities:
    • Planning and Implementing Environment art to the given
    brief/concept.
    • Creating concept art to the given brief for either in-house or
    external asset production.
    • Production of hi-res assets and shot layout for pre-rendered,
    cinematic cut-scenes.
    • Pro-active innovation and problem solving of method and practice,
    and disseminating that information to the team
    • Assessment of new technologies/systems and producing reports
    and recommendations for studio adoption.
    • Mentoring junior artists as they progress in proficiency.

    Key Achievements:
    • My Levels and assets became recognized as of consistently high
    quality and were frequently used to showcase the product both
    internally and externally, including 8 first, last or hub-world levels.
    • Became known internally as someone to whom the tougher
    challenges could be given in the assurance that it would get done
    with minimal supervision, and to the highest quality.
    • Due to my driven self-learning and exploration of new
    systems/technology I frequently became the person others would
    turn to for help with learning the new systems.

    Games:
    • Unannounced #1 (XBOX 360, PS3, PC)
    • Unannounced #2 (XBOX 360, PS3)
    • De Blob 2 (Wii, PS3, XB0x360)
    • De Blob (Wii)
    • Marvel: Super Hero Squad (Wii)
    • El Tigre: The adventures of Manny Rivera (PS2, Gamecube)
    • Nicktoons:Unite (PS2, Gamecube)
    • Nicktoons: …Volcano Island (PS2, Gamecube)
    • Nicktoons: …Toybots (PS2, Gamecube)
    • Barnyard. (Wii, PC, PS2, Cube)


    Freelance Artist
    UK Aug 2004 - May 2005

    Games:
    • Polar Express (Environment art, Cutscene assets, PC)
    • Applewood Slots (all artwork, Pocket PC)
    • Applewood Tetranoid (all artwork, Pocket PC)

    Non-Games:
    • Various (digital, traditional)

    Artist
    Stainless Software – Isle of Wight - UK Aug 1998- Aug 2004

    Key Responsibilities:
    • Team Lead: Vehicles
    • Level Design: Tracks
    • Environment Artist
    • Character Artist, Animator
    • Concept Artist
    • UI Lead

    Key Achievements:
    • Ran the 6 man the vehicle team for EA Rally (Became SHOX!) and
    was tasked with producing all the Rally Cars for the game.
    • When I joined Stainless, I Identified that the UI was virtually nonexistent
    three months out from completion of the project. Along
    with the programmer assigned to me, we designed and
    implemented the dynamic UI in the remaining time.

    Games:
    • Carmageddon II:Carpocalypse Now (PC, MAC)
    • PowerPuff Girls:Relish Rampage (PS2, Game Cube)
    • Other: NARC (2005), EA Rally (became SHOX)

    Freelance Concept Artist
    UK 1995 – Aug 1998

    Games:
    • Glover (N64)
    • Wargames (PC, PS1)
    • Action Man (PS1)
    • Firo’n’Klawd (PS1)

    Non-Games:
    • Various (digital, traditional)

    Artist
    Graftgold – Witham - UK 1992 – 1994

    Games:
    • Uridium 2 (Commodore Amiga)
    • Viro Cop (Commodore Amiga)
    Education Summary: Education:

    Design BA hons (Industrial Design) 2 of 3 years*
    Colchester Institute - Essex
    *Left at the end of the second year to move into full time game development.

    Foundation in Art and Design
    Colchester Institute - Essex

      5.0
      (1)
      £25
      /hr
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    Skills

    (video) game development3d designadobe after effectsautodesk maya

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    3D Artist Needed For iPad Game
    • Jessyby Jessy A.
    • Posted: 23 Dec 2011
    • 1
    • 17 Feb 2012 Jessy A.
      Jessy A.
      Bronx, ID, US

      Easy to work with. Great guy and awesome work ethic. To be honest we didn't have a clue and Stephen lead us down the right path. truly worth his weight in gold!

    109702

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