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Joe Keller
http://joekeller.net
joe@obson.org
(912) 713 – 2166
14 Beehive pl. Apt. A
Cockeysville, Md 21030
Objective:
To devote my creative energy towards working with a motivated game development team, building characters and worlds, thus expanding my skills and broadening my experience.
Skills:
- Low-polygon modeling and minimal-footprint texturing
- High-polygon, high-realism modeling and texturing
- Digital illustration and concept art generation
- Creating artwork while conforming to specific style standards
- Technically proficient artist, able to participate in building asset pipelines.
- Art Direction and management, establishing and maintaining style for a game.
- Skilled in level- and game-design
- Proficient with: 3D Studio Max, Maya, Zbrush 3, Mudbox, Adobe Photoshop, Illustrator, Dreamweaver
Work Experience:
January 2009 - Present – Big Huge Games, a division of THQ – Timonium, Md
3d character artist. Created high-poly and lo-poly models with textures for a console RPG. Created characters, creatures, armor variations and weapons based on provided concepts. Worked within a modular system to create a variety of characters with minimal assets.
Weighted characters to pre-made rig for animation.
July 2006 - November 2008 – Helixe, a division of THQ – Burlington, MA
3D concept and environment artist on Ratatouille for Nintendo DS. Adapted Pixar-provided reference to accurate re-creations on Nintendo DS. Created low-polygon game assets and game space collisions. Built animated props and gameplay objects. Generated particle effects using an in-house tool.
Artist for Ratatouille: Food Frenzy for (DS). Adapted Pixar-provided ‘paper-cut’ style for use on Nintendo DS. Built a variety of 2D and 3D assets for use in short game vignettes.
Concept/3D Artist for WALL•E (DS). Adapted ‘papercut’ style from Pixar-provided style guide to work within constraints provided by Nintendo DS, and extended it for use throughout the game. Created modular game environment assets for both Adventure and Raceway modes. Built and animated gameplay objects, and built and animated in-game full-motion-video cinematics.
Built low-polygon city building assets and props for deBlob (DS)
Lead Artist on WALL•E 2 (DS) – Responsible for pre-production character and environment concepts to set the style and environment reference. Built robot and modular world models, as well as scheduling art production and managing asset flow and pipeline. This project was cancelled by the publisher.
Education:
2002-2006 Savannah College of Art and Design – Savannah, GA
Graduated Bachelor of Fine Arts with a degree in Interactive Design and Game Development
Focus in: Character Design, 3d Modeling and Texturing.
Honors:
Interactive Design and Game Development Student Showcase 2004 – Winner
Interactive Design and Game Development Student Showcase 2006 – Finalist
Games:
Ratatouille DS
Ratatouille: Food Frenzy DS
WALL•E DS
deBlob DS
WALL•E 2 DS
References:
References and additional professional and personal artwork available upon request.
Portfolio: http://joekeller.net