Jason M. Muck

Timonium, MD

jasonmuck@hotmail.com


 

Career Experience

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Senior Environment Artist on Kingdoms of Amalur: Reckoning - Xbox 360, PS3, PC
Big Huge Games - Nov 2010 - Present

Currently working on Kingdoms of Amalur: Reckoning.

 

Senior Environment Artist on Red Dead Redemption - Xbox 360, PS3
Rockstar San Diego - Oct 2005 - Oct 2010

Worked on every facet of prop, weapon, and vehicle asset creation (modeling, texturing, unwrapping, shader set up,    functionality, breakability, animation, rigging, and skinning).
Helped prototype and design early ground work for prop, weapon, and vehicle functionality.
Worked directly with tools and graphics programmers to develop a texture and vertex ambient occlusion solution for    props.
Worked directly with Lead Artist on prop team scheduling to maximize production and meet critical deadlines.
Helped provide training for new artists on the team as well as mentored less experienced artists in their overall    efficiency and technique.
Modeled geometry at multiple LODs.
Problem solved prop art related situations, and made good suggestions for the best means of accomplishing art    tasks.
Worked with leads across multiple disciplines including Design, Programming, and Audio teams to ensure proper    support for environmental prop, weapons, and vehicle development.
Set up joint hierarchies and skinning to support custom weapon and prop animations.
Created art standards for outsourcing and directed china outsource team remotely located at Mineloader Software    Co in Shanghai. Provided daily feedback, paint overs, and art direction.
Worked directly with the art director to model and texture hundreds of prop related assets that populated the world of    Red Dead Redemption.

Red Dead Redemption DLC – Legends and Killers Pack
• Modeled and textured the exclusive Tomahawk weapon.


Red Dead Redemption DLC – Liars and Cheats Pack
• Modeled and textured the exclusive Explosive rifle weapon.


Red Dead Redemption DLC – Undead Nightmare
Modeled and textured the exclusive Blunderbuss rifle weapon.
Modeled and textured key features of the Escalera catacomb tunnels such as ancient wall carving modules, animal    head statues, mummified remains, skeletons, and the Olmec head wall statue.
Modeled and textured melee weapons such as zombie bait, exploding zombie bait, and the torch.
Supported cutscene cinematics with prop creation requests.
Created prop sets for ambient events including corpses, burning piles of zombies, and various cannibal campsites.

 

Environment Artist on Sin Episodes: Emergence - PC
Ritual Entertainment - March 2005 - Sept 2005

Responsible for modeling and texturing props. Also responsible for creating texture sets to be used for in-game    environments while following art direction and maximizing target platform memory limitations.

Responsible for modeling and texturing vehicles while setting them up to be drivable and damageable.

 

Environment Artist on 25 To Life - PS2, Xbox, PC
Ritual Entertainment - May 2004 - Feb 2005

Responsible for modeling, texture creation, texture mapping, and lighting in-game environments while following art    direction and maximizing target platform memory limitations.

Assisted in training junior artists in techniques to maximize engine capabilities and memory limitations.

 

Environment Artist on Legacy of Kain: The Dark Prophecy - PS2, Xbox, PC CANCELED
Ritual Entertainment - Jan 2004 - April 2004

Responsible for modeling, texture mapping, and lighting in-game environments while following art direction and    maximizing target platform memory limitations.

 

3D Artist at Dynamic Animation Systems
Feb 2000 - Dec 2003

Created models for game engine used in real-time environment projects, Xbox, and PC company demos.
Painted textures in Photoshop for low poly models.
Designed, modeled, and animated 3D characters for use in GDC and E3 company demos.
Worked on 2D concept artwork for game design.
Worked on promotional posters for GDC and E3.
Worked on modeling real-time environments for The National Fire Academy and The Federal Emergency    Management Agency.
Created real-time particle effects for databases using real-time particle editors.
Created real-time animations of parts of buildings collapsing for The National Fire Academy.

 

Shipped Games:

• Red Dead Redemption - Xbox 360, PS3
• Red Dead Redemption: Undead Nightmare - Xbox 360, PS3
• Sin Episodes: Emergence - PC
• 25 To Life - PS2, Xbox, PC

 

Software Knowledge:

• 3ds Max
• Maya
• Zbrush
• Crazybump
• Photoshop
• Alienbrain
• Perforce

 

Education

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Sept 1997 - Sept 1999
The Art Institute of Pittsburgh; Pittsburgh, PA
Degree in Computer Animation/Multimedia, Associate in Specialized Technology
Graduation - September 1999

Sept 1995 - June 1997
The Career Studies Center; Hagerstown, MD
Degree in Visual Communications
Graduation - June 1997

 

References - Available upon request