Art Direction | Resume | Art

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Malcolm Andrieshyn
Vancouver, British Columbia, Canada
Phone (778) 837-2777
E-mail malcolm341@gmail.com
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Associate Art Director
Passionate and dedicated about visual quality, does not get stuck on details the end user will not appreciate. Over 12 years experience in games development, current with art direction trends in games and film. Stays up to date with visual technology and workflows used to make games. Enjoys finding solutions to visual and technical art challenges, facilitates team's progress whenever possible. Takes pride in firm decision making and providing useful, clear, visual critique in a timely fashion.

Portfolio Website
http://www.malcolm341.com

Shipped Games

  • Kinect Sports Season Two, Associate Art Director, Xbox 360 BigPark/Rare, shipped 2011
  • Kinect Joy Ride, Associate Art Director, Xbox 360 BigPark, shipped 2010
  • Need For Speed Undercover, Level Designer, Xbox 360 EA Black Box, shipped 2008
  • Skate, Environment Artist, Xbox 360 EA Black Box, shipped 2007
  • NBA Street Homecourt, Senior Environment Artist, Xbox 360 EA Canada, shipped 2007
  • SSX On Tour, Level Designer, PlayStation 2 EA Canada, shipped 2005
  • NBA Street V3, Senior Environment Artist, PlayStation 2 EA Canada, shipped 2004
  • SSX 3, Environment Artist, PlayStation 2 EA Canada, shipped 2003
  • Def Jam Vendetta, Environment Artist, PlayStation 2 EA Canada, shipped 2003
  • Sled Storm, Level Designer, PlayStation 2 EA Canada, shipped 2002
  • SSX Tricky, Level Designer, PlayStation 2 EA Canada, shipped 2001

Experience
2008 to present
Associate Art Director, BigPark

  • Art director for worlds, fx, and characters. Conduct biweekly art reviews, provide constructive critique, create paint overs, reference boards, and style guides
  • Work with game designers to tune in game cameras, created game play camera best practices guide
  • Work with concept artist to define requirements of team and concept pieces needed, provide constructive critique
  • Guide design of environment pipeline, lighting pipeline, technical art, and artist workflow
  • Facilitate team's progress, remove roadblocks
  • Gather reference images, approve reference gathered by artists
  • Meet weekly with senior art director, review team's progress, discuss project goals
  • Work with project managers to define metrics, time estimates, and realistic schedules
  • Prioritize, and reprioritize artists' tasks with project managers based on project needs
  • Review art tests and interview potential hires
  • Mentor junior and senior artists
  • Capture specific screenshots for marketing
  • Owned final rendered look of game and visual quality bar on Kinect Joy Ride
  • Created rendering and technical feature plan to ensure we hit the visual target in game on Kinect Joy Ride
  • Point of contact for world art related issues on Kinect Joy Ride
  • Created and managed task lists for pipeline, technical art, and rendering groups on Kinect Joy Ride
  • Created and maintained all lighting and post processing across 16 environments on Kinect Joy Ride, also created light rig and render setup to generate thumbnail renders of all the cars for the vehicle select screen
  • Created visual target renders for Kinect Joy Ride
  • Managed all frame rate concerns across 16 environments and implemented culling zones and art optimization where needed on Kinect Joy Ride
  • Implemented Maya artist's shelf containing valuable productivity tools collected over the last 10 years
  • Implemented naming conventions, scene organization, world scale, texel density, and other guidelines on Kinect Joy Ride
  • Created environment map for car reflections and other miscellaneous art assets on Kinect Joy Ride

2003 to 2008
Senior Environment Artist, EA Canada

  • Created all art assets, including lighting and post processing for four environments on NBA Street Homecourt
  • Created all art assets, including lighting and post processing for four environments on NBA Street V3, also created night time lighting for three environments and court creator assets
  • Designed levels and modeled white box geometry for SSX On Tour and Need For Speed Undercover
  • Helped guide design of proprietary lightmap baking toolset and artist workflow used on NBA Street Homecourt, Skate, Skate 2, and Fifa Street 3
  • Created miscellaneous art assets for Skate
  • Provided feedback to tools and pipeline groups to improve artist workflow
  • Mentored junior environment artists

2000 to 2003
Environment Artist, EA Canada

  • Created all art assets, including lighting for one environment on Def Jam Vendetta
  • Created environment models and textures for SSX Tricky, Sled Storm, and SSX 3
  • Designed levels and modeled white box geometry for SSX Tricky and Sled Storm
  • Created smashable objects and animating objects for SSX 3
  • Created environment models and textures for Kranked, game did not ship
  • Created environment models and textures for WCW Wresting, game did not ship

1998 to 2000
Game Tester, EA Canada

  • Tested software for bugs
  • Submitted bug reports
  • Regressed bugs

Software

  • Maya
  • Photoshop
  • CrazyBump
  • xNormal
  • Mental Ray
  • Perforce

Interests and Hobbies

  • Playing video games
  • 3D Lighting and rendering and how they relate to the real world
  • Participating in the www.polycount.com technical talk video game art forum
  • Reading about the latest visual technology and workflows used to create video games

References

  • Available upon request