Resume

SCOTT PEARCE: ENVIRONMENT/3D ARTIST

Contact: scottrpearce101@yahoo.com
LinkedIn: http://au.linkedin.com/pub/scott-pearce/17/88/374

EXECUTIVE SUMMARY
I'm a 3D modeller/texture artist whose main area of expertise is environment art creation.
I have worked in the games industry and fields that require real-time rendering for 10 years.
I have worked on everything from handhelds to next-gen consoles.


Expertise 
Asset creation 
Shader setup: Diffuse/Spec/Gloss/Normal and PBR 
Normal map creation from highpoly to lowpoly bakes 
Texture Painting  

Software
Maya
3Ds Max
Substance Painter
Photoshop
Zbrush

UDK/UE4
 
PROJECT SUMMARY
- Need For Speed: No Limits – FireMonekys | EA, Melbourne, Australia (Mobile)
- Real Racing 3 – FireMonekys | EA, Melbourne, Australia (Mobile)
- Unannounced Title – FireMonekys | EA, Melbourne, Australia (Mobile)
- Unreleased Title - Visceral Games Australia | EA, Melbourne, Australia (Xbox 360)
- Fractured Soul – Endgame Studios (PC, Nintendo 3Ds)
- Jane's Advanced Strike Fighter -Trickstar Games (Xbox 360, PS3 PC)
- adiVERSE Virtual Footwear Locker
- Heroes over Europe –Transmission Games (Formerly IR Gurus) (Xbox 360, PS3, PC)
- Heatseeker –Transmission Games (Formerly IR Gurus) (PS2, Wii)

EMPLOYMENT HISTORY­­­

February 2016 to Present Big Ant Studios, Melbourne, Australia
Role: Senior Artist

August 2013 - September 2015 Firemonkeys | EA, Melbourne, Australia
Role: Contract Environment Artist
- Environment Artist for Need for Speed: No Limits
- Level building, modelling and texturing art assets
- Pre-visualisation and proof of concept of various in-game and game related art assets
 
- Environment Artist for Real Racing 3
- Level building, modelling and texturing art assets
- Gathering reference material and documenting race track/environment features
 
March 2012 – January 2013 Immersive Technologies, Perth Australia
Role: Field 3D Developer
- Worked with training officers at mine sites to implement simulation based training solutions for haul truck drivers
- Documented mine sites and using collated 3D data reconstructed mine sites for simulation based training
 
September 2011 – October 2011 Visceral Games Australia | EA, Melbourne, Australia
Role: Contract Environment Artist
- Modelling and texturing art assets
- Ensuring assets conformed to technical specifications and gameplay requirements
 
May 2011 – August 2011 Endgame Studios, Melbourne, Australia
Role: Contract Environment Artist
- Modelling and texturing environments using Maya
- Developing look and feel of several levels
- Ensuring levels conformed to concept art
 
November 2010 – March 2011 Zero One Animation, Melbourne, Australia
Role: Contract 3D Artist
- Converting low-polygon meshes of Adidas shoes to high-polygon meshes, modelling in extra details
- Unwrapping and texturing models
- Setting up shaders
- Ensuring that models matched technical requirements of project, whilst maintaining a high degree of quality
for Adidas' virtual kiosk: a large 4 LCD screen interactive display of Adidas shoes

 
February 2006 – October 2009: Transmission Games, Melbourne, Australia
Role: Environment Artist
- Modelled and textured various environment assets for several large world flight games
- Built several levels for large open world flight games
- Assisted in management of ensuring that environment assets were game ready
- Worked closely with world builders, programmers and designers to ensure that art assets meet both game-play and code requirements
- Ensured that terrains retained a high level of artistic quality while conforming to both designer needs and technical requirements
 
EDUCATION
  • Bachelor of Arts with Honours, Interior Design – Royal Melbourne Institute of Technology
  • Bachelor of Arts, Humanities and Social Sciences – La Trobe University