JONATHON BANKS
503-702-5577
ABOUT ME
Jonathon is an industry veteran of 5 years. He has shipped 7 titles as an artist or designer and is currently working for Telltale Games. As a game developer Jonathon brings his diverse range of skills and creative problem solving to every project. His favorite thing about making games is being part of a team that passionately believes in the game they are making by having fun creating it.
SKILLS Maya, Photoshop, Mudbox, Mental Ray, Sony ICE, Windows, HAVOK, Office, and Perforce.
EMPLOYMENT
2009-Present Telltale Games
Lead Environment Artist
The Walking Dead
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•Pre-production artistic development and direction.
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•Creating style guides that define the artistic vision of the project for outsourced and in house work.
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•Scheduling with producers for a Fall 2011 release.
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•Taking on the responsibilities of a Lead Environment Artist on the project.
Senior Environment Artist
Puzzle Agent 2 (iPad, iPhone, iPod, Wii, PC)
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•Lead the creation and implementation of all 3D assets for the project.
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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.
Environment Artist
Jurassic Park (XBox 360, PS3, PC, iPad)
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•As a member of the core pre-production team I developed the artistic style and techniques used to create the environments for Jurassic Park.
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•Modeled, textured, shaded, lit, created FX, and rigged up environments for 5 episodic releases.
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•Mentored a Junior Environment Artist who is new to the team.
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•Initiated the use of Normal Maps within the Telltale production pipeline.
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•Aided in the overall design by being a core member of the production team.
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•Communicated clear direction for the creation of assets with style guides for outsourced work.
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•Integrated outsourced environments into the Telltale Engine.
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•Took on the responsibilities of a Senior Environment Artist at Telltale through leadership and artistic excellence.
Puzzle Agent 1 (iPad, iPhone, iPod, Wii, PC)
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•Lead the creation and implementation of all 3D assets for the project.
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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 developed stylized environments and objects for Season 3 of Sam and Max.
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•Created stylized texture sets using filtered photographic reference and hand painted techniques.
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•Reworked and updated outsourced and in house environments, textures, and objects to work within the Telltale Tool Engine and overall artistic direction.
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•Constructed Shaders for dynamic light interaction with real time materials.
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•Lit environments with dynamic and baked lights.
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•Rendered User Interface Icons for player interaction.
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 gameplay 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/Game 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
ACADEMIC ACCOMPLISHMENTS
2011-Present University of Advancing Technology Academic Advisory Board
Asset Creation and Texturing Workshop
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•Intensive 2 hour workshop onsite in UAT Computer Lab
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•Detailed past projects and how assets where created in those productions.
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•Showed industry tips and tricks for creating great in-engine assets.
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•Emphasized UV mapping, Texel Density, and the importance of Lighting.
Portfolio Development and Breaking into the Industry
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•2 hour presentation in UAT Theater room.
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•Detailed developing an online web site and how to showcase your work.
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•Showed various web portfolios of all skill levels.
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•Emphasized what the industry will be looking for in the future from AAA to Social, Serious,Web and Mobile Development.
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•Talked about interviewing, taking art test, and what to expect from your first job.
Portfolio Reviews
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•Reviewed Senior and Graduate Student work.
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•Continuing to provided advice to students who are developing their skills.
2010-Present Oregon State University Guest Lecturer
Content Creation for Games
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•Online web presentation.
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•Detailed past projects and how assets where created in those productions.
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•Showed industry tips and tricks for creating great in-engine assets.
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•Provided detailed notes to the students documenting what I had expressed.
Pre-Production for Game Development
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•Online web presentation.
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•Detailed past projects, the successes and shortcomings of the games i have worked on.
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•Showed creative design documents, how to rapidly prototype, and the importance of defining your games core mechanics.
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•Stressed the importance of building a team that knows what type of game they are building.
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•Provided detailed notes to the students documenting what I had expressed.
















