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North Hollywood, California Phone/FAX: 818.288.5004 email: jeremy@art.net http://www.art.net/~jeremy |
JEREMY A. ENGLEMAN
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Demonstrated accomplishments in the creative design of graphics, film,
and multimedia.
Educated at the University of Colorado at Denver, in the fine arts
with an emphasis on Photography.
Google,
As of November 2003, a web search for "Jeremy" results in my name
coming up 6th. This lists me before even the official websites of
famed porn legend Ron Jeremy, the incomparable Jeremy Irons, or
motocross superstar Jeremy McGrath-2003. The Internet.
Look Development-Dreamworks
SKG. Currently in 3d Paint and Look Development for Dreamworks' Bee Movie. Working with art directors to design the look of the crowds as well as TD's to design the crowd system.
Instructor-The Gnomon School of Visual Effects.Currently in my fourth year of teaching Lighting and Rendering at Gnomon. I have taught new users and professionals in the techniques of lighting and rendering in a 3d environment.
Look Development-Dreamworks
SKG. 3d Paint and Look Development for Dreamworks' Flushed
Away. Painted major setpieces, props, characters and crowd characters. Designed the surfacing for most of these without input from the art department, to the satisfaction of the art directors and directors. Designed and painted the surfacing for the logo.
Product Development-Gnomon Workshop Texture Libraries.Developed and brought to market a remarkable series of texture libraries through The Gnomon Workshop, the premiere source for professional training DVDs. I designed the products from the ground up to be the absolute best in texturing resources for the 3D professional, and they have been reviewed by the professional community as such. They have been purchased by most of the major studios as well and many smaller studios and individuals.
Look Development-Dreamworks
SKG. 3d Paint and Look Development for Dreamworks' very
promising, SharkTale. 3d paint and shading tree development for
the highly anticipated fully CG film. Worked to develop the looks for
various characters and on the challenge of creating a "fishified"
human city. Developed the shading tree used on the majority of props. Surfaced the majority of the large setpiece human environments. Worked closely with TD's to iron out the hiccups of a
brand spanking new pipleine.
Look Development-Dreamworks
SKG. 3d Paint and Look Development for Dreamworks' visually
stunning box office flop, Sinbad. Worked with traditional art
directors to develop a method to integrate full CG boats and props in
a traditionally animated film. They had to blend seamlessly with the
hand drawn characters and the hand painted backgrounds. This was a
particular challenge as the boats were the primary setpieces of the
film and appeared in no less than 70% of the shots.
3d Artist (Freelance)-Luxoflux
Corp. Models and textures for Luxoflux and Activision's
True Crime: Streets of L.A. Modeled and textured secondary
character models for the smash hit game on Playstation 2 and Xbox.
3d Artist (Freelance)-Luxoflux
Corp. Models and textures for Luxoflux and Lucasarts' Star
Wars: Demolition. Built all level objects and vehicles for the
Sega Dreamcast version of the title, reworking the Sony Playstation
versions to take advantage of the Dreamcast's superior horsepower.
Digital Modeler-Centropolis,
LLC Modeling and texturing of soldiers, horses, and
battlefield equipment for Centroplis' blockbuster, The Patriot
starring Mel Gibson. One of the first uses of hundreds of seamless
effects in a period film where digital imagery would definitely stand
out.
Illustrator-Dodge
Illustration for national magazine ad campaign for Dodge-Just
Right. Six illustrations for six layouts featuring Dodge trucks
compared to various objects of extreme sizes.
Illustrator-Evans &
Sutherland Illustration advertising their line of graphics
cards, published in several print magazines, including
3d Design, Game Developer, and
Cinefex. Also elected to their Hall of Fame, eight artists
representing the best of the field.
Illustrator-Penguin-Putnam,
Philomel Books New York, New York. Cover illustration for
Millennium, a young adult compilation of stories regarding the
turning of the Millennium.
Art Director-Luxoflux
Corp. Los Angeles, California. Art Direction for Activision's
Vigilante 8, and its sequel Vigilante 8-Second Offense;
retro-70's vehicular combat games for the Sony Playstation,
Nintendo64, and Sega Dreamcast. This includes object modelling,
texturing, environment definition, and determining the overall vibe
and look of the game. Worked closely with the designer laying out
arenas and gameplay, the engineer for custom features, and outside
contractors for cinematics and storyboards. The art was highly rated
for these games, certain reviews claiming the best graphics ever on
both Playstation and Nintendo64, as well as one reviewer stating,
"Kick @$$ graphics! The cars look pimp and the stages are SWEET!".
CG Artist-Cyan Inc. Spokane,
Washington. CG Artist on Cyan's heavily anticipated sequel to Myst:
Riven. This included object modelling, texturing, integration within
the super-scenes, and animating. All work required to meet both the
strict aesthetic vision of the designers and the low geometry
requirements of very large scenes.
Digital Artist-Corbis
Corporation. Seattle, Washington. Independently contracted to
execute the main interface screen and gallery for the Corbis Leonardo
daVinci CD-ROM. They consisted of a highly organic and painterly 3d
rendered landscape and a recreation of a Leonardo rotunda design, both
of which needed to strike a balance between dramatic composition and
very strict interface requirements. Winner of a
Communication Arts' Interactive
Design Annual
3-Information
Design award.
Multimedia Programmer-Starwave
Corporation. Seattle, Washington. Scene programming and design
for Peter Gabriel’s EVE CD-ROM in Possum, Starwave’s own proprietary
low level scripting language. This included all scene interactivity,
dynamics and animation.
Digital Artist-Corbis
Corporation. Seattle, Washington. Independently contracted to
design graphics and interface for Corbis Corporation’s first online
art gallery. Design was required to have a high degree of
functionality as well as be aesthetically pleasing, fit within the
overall Corbis site, yet retain it’s own identity.
Digital Artist-Starwave
Corporation. Seattle, Washington. Responsible for concept to
completion of one of the primary spaces in Sting’s All This Time
(nominated for the Codie-Best Use of Visual Arts in Multimedia),
including backgrounds, 2d and 3d animations and video compositing.
Currently I have extensive experience on PC, Mac, and UNIX platforms with software such as Alias|Wavefront Maya, Avid Softimage, discreet 3D Studio Max, Apple Shake and Pilologic ZBrush. I have production experience with many renderers in including Renderman and mental ray. I am also fully versed in standard tools such as Adobe Photoshop and Premeire. |