Chris Donelson
Chris Donelson
Experience
Blizzard Entertainment Irvine, CA 2006 to present
Lead Environment Artist
· Diablo 3 Reaper of Souls PC, PS4, PS3, XBox One, XBox 360 2014
· Diablo 3 PC 2012
Atari Inc. 1998 to 2006
Shiny Entertainment Newport Beach, CA 2004 to 2006
Sr. 3D Artist
Game development studio for Atari, Inc. Job entailed creating environments for multi-platform console games from start to finish using 3dsMax, Photoshop, and proprietary tools.
· The Matrix: Path of Neo PS2, XBOX, PC 2005
3D Artist
Third-person action game based on the Matrix trilogy. Started in the middle of the project. Was only expected to do 2 levels for the game, but ended up being responsible for 8 levels. Responsible for all aspects of level art creation from start to finish. This involved initial layout/design, final modeling, texturing, and lighting of environment. Also responsible for creating physics/keyframed animations for extensive destruction in levels using 3ds Max’s Reactor system for the animations and proprietary tools for the physics. Responsible for making sure level was done on schedule and within memory and performance budgets. Went beyond requirements of my position by doing some additional work for cut scenes and effects that involved extra modeling, animations, scripting, and camera work. Was promoted to Sr. 3D Artist after the game shipped.
Paradigm Entertainment Carrollton, Texas 1998 to 2004
Sr. 3D Artist
Game development studio for Atari, Inc. Job entailed creating environments for multi-platform console games from start to finish using Maya, Photoshop, and proprietary tools. Responsible for managing a team of artists to create high quality levels on time and under budget.
· Terminator 3: The Redemption PS2, XBOX, GameCube 2004
Sr. 3D Artist/Lead Artist
Third-person action game based on the movie Terminator 3 Rise of the Machines. Worked on project from initial prototyping in 2002 to the present. Lead artist in charge of one of the level art teams. Responsible for all aspects of level art creation from start to finish. This involved initial layout of level in Maya from a rough design provided by level designers and concept artists, managing streaming groups and triggers for the level, final modeling, texturing, and lighting of environments and backgrounds, and creation/placement of game play objects, special effects, and animations. Provided technical and art direction as lead artist on a team of four level artists to ensure consistent and efficient art creation. Responsible for making sure level was done on schedule and within memory and performance budgets. Provided support to entire art team with creation of mel scripts to streamline production of art in Maya, and technical advice/direction with regards to Maya and proprietary tools. Worked with the programmers to determine needs and implementation of tools for the art team.
· Terminator: Dawn of Fate PS2 2002
3D Artist
Action game based on the movie The Terminator. Worked on project at the end of production in 2002. Responsible for modeling, texturing, and lighting of environments. Provided support on project when it was behind schedule and helped get it out on time. Worked with designers and art director to create look for Skynet levels.
· SpyHunter PS2 2001
3D Artist/Level Designer
Racing action game developed for Midway based on the popular 80’s coin-op game. Worked on project from initial prototyping in 1999 to final release in 2001. Responsible for level art creation from start to finish. This involved initial layout and design of level in Maya, final modeling, texturing, and lighting of environments and backgrounds, and creation/placement of game play objects, special effects, and animations. Was responsible for making sure levels were done on schedule and within memory and performance budgets.
· Harrier 2000 N64 1999
3D Artist
Cancelled 1999. Flying simulation game developed for Video Systems. First game project I worked on. Responsible for modeling and texturing environments using Multigen, Photoshop, and proprietary tools.
Laser Tech Color, Inc. Irving, Texas 1998
Photo Retoucher
Pre-press production house involved in print advertising and marketing. Responsibilities included retouching and color correcting images in Photoshop to specs of client.
SKILLS
· 16 years of experience in game development with extensive knowledge of technical and artistic requirements for producing next generation console games.
· Fluent in multiple software packages – Maya, 3dsMax, Photoshop, ZBrush, Substance Designer, Substance Painter, and proprietary level editing and management tools.
· Experienced with managing a team of level artists. Able to assign appropriate tasks to individuals based on their skills and get the most out of their talents. Focused on leading by example more than delegating tasks.
· Experienced working on a large team of artists, designers, and programmers. Able to communicate well with others and flexible to changes when required. Prompt in responding to needs of team members and dedicated to helping out wherever I can.
· Proficient at problem solving and able to quickly become fluent with new tools.
EDUCATION
1993 Baylor University Waco, Texas
BFA in Studio Arts with an emphasis on Painting
Awarded full tuition National Merit Scholarship
References available upon request.
About Me
I am an artist working in the video game industry, and live in Orange County, CA. I am currently working at Blizzard Entertainment on the Diablo team.
For more information, email me