Adam R. Schuman: Objective

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ADAM R.

SCHUMAN
E-mail : [email protected]
Website : http://www.one-lung.com/
Linkedin : Adam R Schuman

OBJECTIVE
To continue to make the highest tier art, that pushes visual standards while fulfilling design
expectations, and work with other passionate developers to make AAA experiences.

KNOWLEDGE
 Zbrush 4.R8  Marvelous Designer 5  Perforce
 Maya 2016  Headus / UV Layout  Jira
 3D Studio Max 2016  Xnormal  Traditional Sculpting
 Adobe Photoshop CC  Marmoset Toolbag 2  Traditional Drawing
 Substance Painter 2  UE4 / Multiple  Molding / Casting
 3D Coat V-4.8 Proprietary Engines  Airbrush/ Painting
EMPLOYMENT HISTORY
Blind Squirrel Games Santa Ana, California 7/2015 – present
Principal Character Artist (Sr. Character Artist from 7/2015 – 11/2016)
Star Wars™: Jedi Challenges - Disney Games / Lenovo ( AR – Android / IOS ), Bioshock: The
Collection - 2K ( XB1, PS4, PC ), Mafia 3 - 2K( XB1, PS4, PC ), Un-Announced ( PS4 )
 Created characters, environments, and props for the Strategic Combat game for "Star
Wars™: Jedi Challenges" (AR - Android / iOS ).
 Created new versions of characters and props for the "Bioshock : The Collection" (PS4,
XB1, PC).
 Assisted in the NPC character creation using node systems for "Mafia 3" (PS4, XB1, PC).
 Assisting in art development for other AAA studios and their IP (unannounced).
 Working with art directors, creative directors, lead designers, and art team to aid in
directing rich and believable characters for several internal un-announced IP.
 Mentoring character and environment artist in art creation and self development.

Freelance Character Artist Fullerton, California 7/2014 – 7/2015


n-Space - "Sword Coast Legends" Dungeons & Dragons ( XB1, PS4, PC )
 High-rez sculpting for in-game characters and creatures.
 Sculpted and created 3 poses of Belaphoss for the Collector’s Edition statue.
ArtCraft Entertainment - "Crowfall" MMO ( PC )
 High-rez sculpting and low poly modeling, UV layout, and texturing.

Retro Studios ( Nintendo ) Austin, Texas 6/2012 – 7/2014


Sr. Character Artist
Donkey Kong Country : Tropical Freeze ( WiiU )
 High-rez sculpting and low poly modeling, UV layout, and texturing for player
characters, bosses, creatures, and “Hero props”.
 Worked closely with the Creative Director, Character Lead, Engineering Director,
Engineering, Tech art, and other character artist to develop and implement the look for
the dynamic fur.
 Collaborating with Animation Lead, and Animators to create the best mesh for the
animation needs, and gameplay request.
 Mentored character and environment artist with Zbrush sculpting, next generation art
pipeline and techniques, along with art direction feedback.
 Lit all animated objects to match environment lighting, added lighting key for gameplay.
 Concept development for alternate project

Vigil Games ( THQ ) Austin, Texas 5/2009 – 6/2012


Sr. Character Artist
Darksiders 1 ( Xbox 360, PS3, PC ), Darksiders 2, ( Xbox 360, PS3, WiiU, PC ), Dark Millennium
Online ( PC )-canceled, Warhammer 40,000: Kill Team ( Xbox 360 )
 High-rez sculpting and low poly modeling, UV layout, and texturing for Boss, Player,
and NPC characters, along with creatures, weapons, vehicles, and “Hero props”.
 Mentoring character and environment artist with sculpting, low poly construction, and
texturing techniques. (Primarily on the DMO 40K team).
 Worked closely with Studio Character Art Director, fellow character, and concept artist to
deliver cohesive “Joe Mad” styled worlds.
 Collaborating with Animation Lead, and Riggers to create optimized and clean meshes,
for dynamic cloth, and destructible limbs.

Eat3D.com 5/2010
Instructor
 Instructor for “Low-Res Character Production: Constructing a Character of Next-Gen
Games” ( Training DVD )

Midway Studios: Austin Austin, Texas 6/2007 – 12/2008


Sr. Character Artist
Blacksite Area 51 ( Xbox 360, PS3, PC ), Unannounced Original IP ( Xbox 360, PS3, PC )-canceled
 High-rez sculpting and low poly modeling, UV layout, and texturing: characters,
weapons, and creatures.
 Work with Character Tech Lead to develop “character atlas” to reign in character texture
budget.
 Assisted with creating the style of the characters for the Original IP.

KingsIsle Entertainment Austin, Texas 9/2005 – 6/2007


Character Artist
Wizard 101 ( PC )
 Low poly modeling, UV layout, texturing, and concepting: characters and creatures.
 Contributed input and feedback on environment and animation work.
 Worked directly with design, programming and animation, to create MMO character
equipment structure.
 Oversaw outsource characters and concepts, making sure the assets match the quality
and style of the game.
 Worked with the Lead producer in the scheduling of character work.

TKO Software ( absorbed Stalker Entertainment ) Addison, Texas 12/2002 - 8/2005


Lead Character Artist
Ms. Pacman Maze Madness2 ( PC, Xbox, PS2, Game Cube, Nintendo DS )-canceled, Leisure Suit
Larry “Pocket Party” ( N-Gage ), Gunforge ( N-Gage ), Sahara ( PC, Xbox, PS2 )-canceled. Call of
Duty ( N-Gage ), Elder Scrolls ( N-Gage ), Blowout ( Xbox, PS2 )
 Worked closely with Art Director, Technical Animator, and artist to produce pre-
rendered cinematics, as well as high quality in-game characters, and environment assets.
 Managed a team of four digital artists.

EDUCATION
The Art Institute of Dallas, Dallas, Texas 9/2002
Associate of Applied Arts in Computer Animation, Specializing in Character Modeling.

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