JONATHON BANKS
503-702-5577
SKILLS Maya, Photoshop, Illustrator, ZBrush, Source Safe, Windows, Mac, HAVOK, MS Office, and Perforce.
EMPLOYMENT
2009-Present Telltale Games
Environment Artist
Jurassic Park
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•Currently in Development.
Puzzle Agent (iPad, iPhone, iPod, Wii, PC)
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•Rapidly developed stylized 3D/ 2D environments and assets based on Graham Annables comic, Grickle.
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•Created Prototype art to prove Grahams art style could be simulated in a 3D environment.
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•Recreated illustrated material to be composited in 3D.
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•Set up 2.5D environments for in game cutscenes.
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•Created UI Art for puzzles and player interaction.
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•Collaborated and created with a team of in house and telecommuting developers.
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•Aided in the design and artistic direction of the game by providing positive and productive feedback.
Sam and Max Season 3 (PlayStation 3, PC, iPad)
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•Rapidly developing stylized environments and objects for Season 3 of Sam and Max.
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•Creating stylized texture sets using filtered photographic reference and hand painted techniques.
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•Reworking and updating outsourced and in house environments, textures, and objects to work within the Telltale Tool Engine and overall artistic direction.
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•Constructing Shaders for Dynamic light interaction with real time materials.
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•Lighting environments with dynamic and baked lights.
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•Rendering User Interface Icons for player interaction.
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•Aiding in the design and artistic direction of the game by providing positive and productive feedback.
Tales of Monkey Island (PC, Wii)
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•Rapidly developed stylized environments and objects for the episodic world of Monkey Island.
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•Created stylized texture sets using hand painted techniques.
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•Reworked and updated outsourced environments, textures, and objects to work within the Telltale Tool Engine and overall artistic direction.
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•Lit environments with dynamic and baked lights.
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•Rendered User Interface Icons for player interaction.
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•Aided in the design and artistic direction of the game by providing positive and productive feedback.
2006-2009 Idol Minds
Environment Artist
PAIN (PlayStation 3)
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•Developed dynamic levels with the Idol Minds art team that can be completely destroyed.
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•Modeled and animated interior and exterior environments.
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•Rigged assets using the physics based HAVOK Engine and prepared them for gamplay using the ICE Engine.
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•Developed current generation texture sets from scratch with photographic material and hand painted techniques.
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•Lit environments by generating diffuse and ambient occlusion light maps.
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•Solely responsible for the entire outer city environment.
Madagascar 2 (PlayStation 2)
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•Responsible for polygon, texture, and level reductions.
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•Ported existing assets over to work with the Alchemy Engine.
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•Developed new and optimized texture sets for the Alchemy Engine.
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•Aided new team members with production information and art limitations.
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•Provided constructive feedback when needed.
Level Designer
PAIN (PlayStation 3)
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•Developed physics based gameplay for the unique levels and modes in PAIN.
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•Wrote intuitive design documents that describe directed levels and game mechanics.
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•Created intuitive maps as a guide for level creation.
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•Collaborated with the entire Design Department on level direction and control systems.
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•Aided in the development of a proprietary in house 3D Level Editor.
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•Implemented levels using an Editor by placing, Triggers, Script Nodes, Sound Emitters, Cameras, VFX, and Assets.
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•Placed Characters and configured their animations to aid in the design of levels.
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•Profiled levels to optimize CPU processing at 30 FPS.
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•Developed balanced reward systems for online and offline play.
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•Wrote clever game directions and UI text that is simple to understand.
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•Provided support and leadership between all departments to finalize gameplay.
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•Evolved gameplay by prototyping and testing future levels.
2000-2001 Nike, Inc.
Marketing Intern
Nike Golf (Tiger Woods Apparel and Equipment)
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•Conducted market research with potential customers utilizing prototype product testing of Nike’s golf equipment.
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•Created ideas and discussions regarding display advertising for the arrangement and packaging of Nike’s golf balls and apparel.
EDUCATION
2002-2005 Graduate of University of Oregon School of Architecture and Allied Arts
Bachelor of Science Double Major
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•Multimedia Design
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•Fine Art















