Dedicated and passionate about the creation of game content.
Over 10 years of 3D shenanigans/experience.

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:Personal Info:
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Title(s): Senior 3D Artist / Junior Technical Artist.
Full Name: Gary Anthony Philpott.
Date of Birth: 05/09/85 (5th September 1985)
Current Location: London, England
Ethnicity: British
Email: Due to spam, please use the Contact Page initially.
Telephone: 07946-761-529
LinkedIn Profile:  Here
Pseudonyms: Dave, G.D, GaryDave.

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:Experience / Employment:
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  • 2008 – Current: Curve-Studios, 3D / Technical Artist, London.

     

    The best word to describe this role is “spearhead”. I’m thrown into a particular task first to find ways for other artists to easily follow. This can range from building efficient assets that demonstrate the technical requirements and act as a guide for the other team members. On more recent projects it has been my duty to write up the art pipeline, ensure standards are met, write MAXScripts to automate tedious processes and of course, continue with the regular creation of 3d game content.

     

    My art duties on Explodemon consisted of working with the concept artist to develop 3d environments, props and various-other game assets that the team of 3d artists could follow. I was also in charge of squishing the environment based art bugs in the game that appeared throughout development, due to my understanding of the art pipeline, this lead to me also being put in charge of overall optimisations to keep the frame rates at a good level. Day to day jobs included concepting, modelling, unwrapping, texturing, rigging, skinning, experimenting with efficient methods and helping the other artists achieve these results. I also began looking into MaxScripting in early 2010 to develop tools that would allow other artists to complete tasks quicker, this is still an area I’m progressing, and has been a highly valuable skill-set on more recent projects so far!

     

    I would often write up tutorials for the other artists to get the ball rolling when they joined a particular task. I found that having the methods written down made it easier and quicker to explain, and also helps me retain details for a greater period of time during an absence of a particular task. Switching between art roles was not uncommon for me, so I needed to constantly hit the ground running whenever I was pulled back onto something long forgotten or brought into something new entirely.

     

    My art duties on the Buzz! games ranged from creating game icons and UI graphics to developing an automated process for all of the “3d but not 3d” bumper scenes that would appear before every round in the game, so as to mimic its PS3 counter-part. This also included all of the languages the game would be available in, since we couldn’t apply any code based localisation to 3d graphics. I was also in charge of the PS3 character assets we received externally, texture-tweaking, re-rigging, general fixing and lighting for the animators to render.

     

    During any down-time between projects I would be drafted onto pitch documents to realise concepts into the realm of 3d, in a very short time span. This could be anything from vehicles, characters, to entire scenes. This is often where an understanding of other software’s would come into play.
  •  

  • Before that:  Little of interest.
  • Before that:  Highly irrelevant.

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:Softography:
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  • 2008: Buzz! Brain Bender (PSP)
  • 2009: Buzz! Brain of… (PSP)
  • 2009: Buzz! Quiz World (PSP)
  • 2010: Explodemon (PSN)
  • 2011: (Unannounced) (PSP2/NGP)

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:Education:
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  • 2005 – 2008: First Class (Hons) Ba in Computer & Video Games at Southampton Solent University
  • 2003 – 2005: Triple Merit in Computers & Design at Pembrokeshire College
  • School: Yes.

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:Main Softwares:
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  • 3ds Max 3 – Current
  • Photoshop 6 – Current
  • Mudbox
  • Sculptris
  • After Effects
  • + a host of other small time goodies.

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:Mini Bio:
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Fantastically competent and outrageously professional, I survive on the knowledge that someone out there is always better. I’m aware of my own abilities and perpetually look for ways to evolve them. Generally self motivated, independent enough to be left alone with a brief.

Technically minded. Love experimenting with different ways to do things. End result is one thing, efficiency along the way however, is just beautiful. I strive to do as much as I can with as little as possible. The illusion of good game art is often better than good game art itself.

Also borderline OCD when it comes to the organisation of folders and files. You can ignore that line if it’s off-putting… seriously, forget it’s even there… go, gone. Done.