Gary Thomson - Senior games Artist
5 Chalmers Street
Dundee
DD4 7EZ
T: 01382 452764
M: 07523 208286
E: garyth5@virginmedia.com
Personal Statement
With 16 years in the games industry, I have a wealth of experience working on titles across various platforms, including AAA titles such as BAFTA award winning 'Crackdown'.
My experience is varied with a strong background in 3D modelling where I have specialised in vehicle design as well as environments and props. I have also had experience with skinning characters and animation.
With good communication skills, I can work well within a team situation but have also had experience working as a lead with responsibility for a small team; ensuring deadlines and quality were met in producing the end product.
I am versatile in my artistic style and enjoy the challenges that are often thrown up during the course of producing a game as it runs its production course
My experience is varied with a strong background in 3D modelling where I have specialised in vehicle design as well as environments and props. I have also had experience with skinning characters and animation.
With good communication skills, I can work well within a team situation but have also had experience working as a lead with responsibility for a small team; ensuring deadlines and quality were met in producing the end product.
I am versatile in my artistic style and enjoy the challenges that are often thrown up during the course of producing a game as it runs its production course
Software Skills
Proficient in the use of 3DStudio Max and Photoshop, Adobe Illustrator with some experience in Adobe Flash
Employment
Eegeo (2010 - 2012)
Title:
Heist
VenYou
Mapply
VenYou
Mapply
Platform - Online and Mobile
Published - 2011/2012
Software used - 3DStudio Max, Photoshop, Adobe Illustrator, City Engine, Adobe Flash Professional CS5, Unity, Perforce
During my time at Eegeo I initially worked on creating environment backdrops for Heist, an online Facebook game. I used City Engine to procedurally create the cities, then textured and rendered them in 3D Studio Max with over-painting in Photoshop. UI overlays were created in Adobe Illustrator and Adobe Flash. These techniques were also used on the titles 'VenYou' and 'World Flight Club'.
More recently, I worked on the newly launched and well received 'Mapply', a 3D map platform which runs social apps, location based services and real world games. I was responsible for creating some of the landmark buildings for the capital cities around the world within the product
Realtimeworlds (2003 - present)During my time at Eegeo I initially worked on creating environment backdrops for Heist, an online Facebook game. I used City Engine to procedurally create the cities, then textured and rendered them in 3D Studio Max with over-painting in Photoshop. UI overlays were created in Adobe Illustrator and Adobe Flash. These techniques were also used on the titles 'VenYou' and 'World Flight Club'.
More recently, I worked on the newly launched and well received 'Mapply', a 3D map platform which runs social apps, location based services and real world games. I was responsible for creating some of the landmark buildings for the capital cities around the world within the product
Title:
APB
Platform - PC
Published - 2010
Software used - 3DStudio Max, Photoshop, Unreal, Jira, Perforce
I originally helped the Prop team on APB with the creation of assets, exporting and setting up props in Unreal Editor 3, and assisting with the quality assessment of outsourced assets
I was then promoted to vehicle lead for the final 2 years of the project with the main aim of bringing the vehicles to completion and maintaining the high level of excellence and quality. This also included supervising a team of 4 vehicle artists and making sure all work was brought in on time and to the high standard expected
I was then promoted to vehicle lead for the final 2 years of the project with the main aim of bringing the vehicles to completion and maintaining the high level of excellence and quality. This also included supervising a team of 4 vehicle artists and making sure all work was brought in on time and to the high standard expected
Title:
Crackdown
Platform - Xbox 360
Published - 2007
Software used - 3D Studio Max, Photoshop, Renderware, Alienbrain
I was the vehicle lead on this project being tasked with the creation of all vehicle concepts (including Agency Vehicles and their transformations), developing the processes and pipelines used to create the vehicles and the creation of some of the in-game vehicle models. I also co-ordinated, tracked and assessed the outsourced vehicles from an external company (Valkyrie, based in Seattle) making sure all vehicles were supplied on time and to the expected quality level
Rage (Scotland) (2000 - 2003)
Title:
Mobile Forces
Platform - PC
Published - 2002
Software used - 3D Studio Max, Photoshop
I was asked to help with the creation of weapons, UI and character skinning and animation, but my main area was in the creation of the vehicles
DMA Design (1996 - 2000)
Title:
Wild Metal Country
Platform - PC
Published - 1999
Software used - 3D Studio Max, Photoshop
I designed, modelled and implemented a number of the main tank models used WMC. I also created the UI and worked extensively on the creation of the environment
Title:
Body Harvest
Platform - N64
Published - 1998
Software used - Photoshop
I was brought towards the end of the project to help with the creation of environment textures
Education
Duncan of Jordanstone college of art, Dundee
1987 – 1991
BA (Hons) Des in Illustration and printmaking
Glasgow college of building and printing, Glasgow
1986 – 1987
SCOTVEC diploma in art
Ardrossan Academy
1979 – 1986
Highers: Art, English, Technical drawing,
‘O’ grades: Art, English, Arithmetic, Maths, Modern Studies, Physics
Referees
Available on request