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Tim Scott
Tim Scott
Lead Artist
San Francisco, United States

Summary

Versatile, Knowledgeable, Chill and easy to work with.

Skills

Versatileorganic/hard surface modelingCharacter/environment Modelinghigh and low poly modelingDigital SculptingPBRTexturingArt pipelinesoutsource managementShadersprocedural materialsprocedural textureslightingRenderingCompositingARVRReal Time Engines

Software proficiency

Blender
Blender
Modo
Modo
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Medium by Adobe
Medium by Adobe
ZBrush
ZBrush
3DCoat
3DCoat
Marvelous Designer
Marvelous Designer
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Fusion 360
Fusion 360
Manga Studio
Manga Studio
CRYENGINE
CRYENGINE
Softimage
Softimage
Maya
Maya
3ds Max
3ds Max
Photoshop
Photoshop
After Effects
After Effects
Jira
Jira
Perforce
Perforce

Productions

    • Video Game
      Five Nights at Freddy's AR: Special Delivery
    • Year
      2019
    • Role
      Senior character artist, Lead artist
    • Company
      Illumix
    • Video Game
      Defiance 2050
    • Year
      2018
    • Role
      Lead Character Artist, weapons, various props, concepting, outsource managing
    • Company
      Trion Worlds
    • Video Game
      Atlas Reactor
    • Year
      2016
    • Role
      character artist, props, some outsource managing
    • Company
      Trion Worlds
    • Video Game
      RIFT
    • Year
      2013
    • Role
      Lead Character Artist, weapons, various props, concepting, outsource managing
    • Company
      Trion Worlds
    • Mobile Game
      Farmville 2
    • Year
      2014
    • Role
      environment artist, props, concepting
    • Company
      Zynga
    • Video Game
      Tales of Monkey Island
    • Year
      2009
    • Role
      character artist
    • Company
      Telltale Games
    • Video Game
      Sam & Max: The Devil’s Playhouse
    • Year
      2010
    • Role
      character artist, props, environments
    • Company
      Telltale Games
    • Video Game
      Wallace & Gromit's Grand Adventures
    • Year
      2009
    • Role
      Environments, props
    • Company
      Telltale Games
    • Video Game
      Strong Bad's Cool Game for Attractive People
    • Year
      2008
    • Role
      environment artist, props
    • Company
      Telltale Games
    • Video Game
      CSI: Fatal Conspiracy
    • Year
      2010
    • Role
      Character artist, props, environments
    • Company
      Telltale Games
    • Video Game
      CSI: Deadly Intent
    • Year
      2009
    • Role
      Character artist, props, environments
    • Company
      Telltale Games
    • Video Game
      Iron Man
    • Year
      2008
    • Role
      Character artist cinematics, Props
    • Company
      Black Point Studios

Experience

  • Lead Artist/Senior Character Artist/Outsource Manager - at Illumix
    Foster City, United States of America
    January 2019 - October 2019

    I was responsible for creating, designing and updating the FNAF characters to be modernized and

    realistic looking as well as run efficiently in UNITY, while staying true to the IP’s history.

    I created and built a streamlined art pipeline using Maya, Modo/Blender, Substance

    Painter/Designer to work with UNITY/Marmoset Toolbag.

    I Created all the custom shaders and materials using Amplify Shader Editor in Unity.

    - Created an extensive, fully customizable and efficient, procedural Wear and Tear system for our

    characters that runs in real time.

    - I also built a universal custom eye shader that work for every character type.

    Responsible for lighting of all the characters and assets, rendering of characters for UI/Marketing

    and Advertising purposes.

    I created many procedural node networks using Substance Designer to quickly iterate, design and

    concept.

    Collaborated closely with UI Lead to concept and create several UI assets.

    Mentoring artists on modeling, shaders, lighting and rendering techniques throughout production

  • Lead Character artist at Trion Worlds
    Foster City, United States of America
    July 2016 - November 2019

    Responsible for creating several characters, mounts, texture variations, concepting and weapons for Rift, Defiance 2050 and Atlas Reactor.

    Working closely with Art Directors/Technical Artists to setup efficient art pipelines for several games using Substance Painter/Designer with Unity/Proprietary Engines.

    Outsource Manager

    Directing, reviewing and managing our outsourcing vendor for Rift and Defiance 2050 assets.

    Keeping a high standard of quality that must be met.

    Streamlined outsource pipeline, speeding up the process for everyone involved.

    Creating tasks and writing up instructions for each task.

  • Senior/Lead artist at Disney Interactive
    Palo Alto, United States of America
    January 2014 - November 2016

    Held lead and contributor roles focused on 3D, character, and environment work in support of multiple games.

    Established art pipeline for team as well as various other groups at Disney.

    Enabled significant time savings by training team members on use of Substance Painter software.

    Set visual standards for buildings and props as senior 3D artist for game Marvel Secret Wars.

    Defined primary character body types for all Marvel superhero characters used in game, and created multiple characters through art style explorations in coordination with art director.

    Developed character/prop production pipeline as well as concepts for builds and weapons.

    Partnered with art director and principal concept artist to build Substance Material Library used by entire team as well as outsourced resources.

    Contributed to supervising/mentoring artists to deliver on visual targets for characters and props.

    Presented to multiple teams on workflows for Substance Painter, 3D Coat, and Modo.

    Worked on various aspects for development of The Incredibles Builder game as lead artist.

    Created various characters in diverse art styles and simple rigs for buildings/props, as well as built animation rigs scalable with Ik/Fk switches for characters of varying sizes.

    Developed animation rigs scalable with Ik/Fk switches for characters of varying sizes.

    Collaborated with art director and engineering team to create modular environment world as well as complete gameboard layout; developed buildings/props to populate gameboard.

  • Farmville 2 and Avatars Senior 3d artist at zynga
    san francisco, United States of America
    January 2011 - January 2013

    Contributed to environment and character creation for two shipped titles: Farmville 2 and Avatars.

    Appointed as lead character artist for Avatars game, which included Zbrush sculpting assets, texture work, normal mapping, and weight painting; provided fixes for art-related bugs.

    Coordinated with third-party studios, including reviewing, critiquing, and editing outsourced work to ensure alignment with standards; resolved issues related to weight, scale, and texture work.

    Provided environment work for backgrounds and adjusted concepts to work with game engine.

    Defined hand painted textures and 3D model standards for production of Farmville 2, as well as built various farm set decorations/props; worked with outsourcing and concepting to determine look of in-game items.

  • 3d artist at Telltale Games
    san rafael, United States of America
    January 2008 - January 2010

    Produced characters, environments, and assets for multiple shipped titles, including Strong Bad’s Cool Game for Attractive People, Wallace & Gromit’s Grand Adventures, CSI: Deadly Intent, and CSI: Fatal Conspiracy.

    Provided high poly and low poly modeling for normal map creation, UV unwrapping/texturing, scene building, prop creation and placement, environment lighting, and camera work.

    Concepted art for completion by outsourced artists.

  • 3D Artist at Black Point Studios
    san francisco, United States of America
    January 2007 - January 2008

    Focused on character/environment/prop art and asset creation through all phases of development for Iron Man (Secret Level) game. Interfaced with art director to build characters from design through completion.

    Provided high poly and low poly UV unwrapping, texturing, and scene building.

    Completed Zbrushing of all principal characters, clothing, Iron Monger armor, and various props for normal map extractions; modeled character faces based on ILM scan data from Iron Man.