JONATHON BANKS

503-702-5577

jbanks2@mac.com


SKILLS                  Maya, Photoshop, Illustrator, ZBrush, Source Safe, Windows, Mac, HAVOK, MS Office, and Perforce.


EMPLOYMENT        


2009-Present      Telltale Games                                                                                                     

                            Environment Artist


                            Jurassic Park

  1. Currently in Development.


                            Puzzle Agent (iPad, iPhone, iPod, Wii, PC)

  1. Rapidly developed stylized 3D/ 2D environments and assets based on Graham Annables comic, Grickle.

  2. Created Prototype art to prove Grahams art style could be simulated in a 3D environment.

  3. Recreated illustrated material to be composited in 3D.

  4. Set up 2.5D environments for in game cutscenes.

  5. Created UI Art for puzzles and player interaction.

  6. Collaborated and created with a team of in house and telecommuting developers.

  7. 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)

  1. Rapidly developing stylized environments and objects for Season 3 of Sam and Max.

  2. Creating stylized texture sets using filtered photographic reference and hand painted techniques.

  3. Reworking and updating outsourced and in house environments, textures, and objects to work within the Telltale Tool Engine and overall artistic direction.

  4. Constructing Shaders for Dynamic light interaction with real time materials.

  5. Lighting environments with dynamic and baked lights.

  6. Rendering User Interface Icons for player interaction.

  7. Aiding in the design and artistic direction of the game by providing positive and productive feedback.


                            Tales of Monkey Island (PC, Wii)

  1. Rapidly developed stylized environments and objects for the episodic world of Monkey Island.

  2. Created stylized texture sets using hand painted techniques.

  3. Reworked and updated outsourced environments, textures, and objects to work within the Telltale Tool Engine and overall artistic direction.

  4. Lit environments with dynamic and baked lights.

  5. Rendered User Interface Icons for player interaction.

  6. 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)

  1. Developed dynamic levels with the Idol Minds art team that can be completely destroyed.

  2. Modeled and animated interior and exterior environments.

  3. Rigged assets using the physics based HAVOK Engine and prepared them for gamplay using the ICE Engine.

  4. Developed current generation texture sets from scratch with photographic material and hand painted techniques.

  5. Lit environments by generating diffuse and ambient occlusion light maps.

  6. Solely responsible for the entire outer city environment.


                            Madagascar 2 (PlayStation 2)

  1. Responsible for polygon, texture, and level reductions.

  2. Ported existing assets over to work with the Alchemy Engine.

  3. Developed new and optimized texture sets for the Alchemy Engine.

  4. Aided new team members with production information and art limitations.

  5. Provided constructive feedback when needed.


                            Level Designer


                            PAIN (PlayStation 3)

  1. Developed physics based gameplay for the unique levels and modes in PAIN.

  2. Wrote intuitive design documents that describe directed levels and game mechanics.

  3. Created intuitive maps as a guide for level creation.

  4. Collaborated with the entire Design Department on level direction and control systems.

  5. Aided in the development of a proprietary in house 3D Level Editor.

  6. Implemented levels using an Editor by placing, Triggers, Script Nodes, Sound Emitters, Cameras, VFX, and Assets.

  7. Placed Characters and configured their animations to aid in the design of levels.

  8. Profiled levels to optimize CPU processing at 30 FPS.

  9. Developed balanced reward systems for online and offline play.

  10. Wrote clever game directions and UI text that is simple to understand.

  11. Provided support and leadership between all departments to finalize gameplay.

  12. Evolved gameplay by prototyping and testing future levels.   


2000-2001           Nike, Inc.                                                                                                                

                            Marketing Intern


                            Nike Golf (Tiger Woods Apparel and Equipment)

  1. Conducted market research with potential customers utilizing prototype product testing of Nike’s golf equipment.

  2. 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

  1. Multimedia Design

  2. Fine Art

   


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   Resume                   shapeimage_8_link_0
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