current position: Sr. Lighting Artist - Crystal Dynamics
"working on the future of Tomb Raider" Crystal Dynamics
"Marvel's Avengers" (Sr. Lighting) Crystal Dynamics
"Grand Theft Auto 5" (Sr. Enviro/Lighting) Rockstar
"MaxPayne 3"(studio art dir./Env.& lighting) - Rockstar
"RedDead Redemption 2"(Enviro/lighting) - Rockstar
"RedDead Redemption" (Sr. Environment art) - Rockstar
"Bully Scholarship Ed."(art dir./Env art/tech) - Rockstar
"Turok" (lead Environment & art) - Maddoc Studios
"Tomb Raider Legend"(LeadEnviro) - Crystal Dynamics
"The Matrix: Path of Neo"(Sr. Enviro art) - Shiny Ent.
"Enter The Matrix" (Environment art)- Shiny Ent.
"Need for speed Underground" (Enviro art) - EA Games
"Test Drive Offroad: Wide Open" (Enviro art) - EA games
"Smugglers Run" (Environment art) - Angel Studios
"Road Rash 64" (Enviro art) - PCPL / THQ
"JetMoto 3" (Art Dir.,design & Enviro) - PCPL / THQ
"Gauntlet Legends Arcade" (Enviro art) - Atari Games
"RollerForceVR" (Indie - Creator/AD) - Indie/Oculus
"iOmoonVR" (Indie - Creator/AD) - Indie/Oculus
Game Development Studios
Crystal Dynamics (current and awesome)
Rockstar Games
Headtrip Games
MadDoc Studios
Shiny Entertainment
Electronic Arts / EA Games
Angel Studios
THQ / locomotive games
Pacific Coast Power & Light
Atari Games (original CoinOp - Milpitas CA)
B.F.A. Film & Animation 1996 - The University Of The Arts, Philadelphia PA
Game Developer since 1998 - started at the original Atari Games, Milpitas CA. Hired based on early web VRML creations.
Positions Held: 3D Artist, Creative Director, Environment Artist, Lead Artist, Project Art Director, Studio Art Director, Sr. Lighting Artist, Senior Artist, CEO Indy Studio, Outsourcing manager, Training
Realtime Skills: Modelling, Texturing, Advanced Lighting, world creation, VFX and Dynamics, Animation, Scripting, Audio, Gameplay controls, Virtual Reality Creation, Holography, 3D audio, VR Modelling, Unreal5
Stereoscopic skills: Stereo 3D creation, 2-D conversion using tools and deep AI, 3D cameras and rigs, Lightfield 3D, Lenticular image and physical card creation, Holographic, Virtual Reality, Spherical 360 SBS
Fine Art Skills: cartoons, illustration, hand animation, Sculpture, life drawing, molding & casting, metal casting, electroplating, 3D printing (Resin/FDM), Darkroom photography
Random info: 11yr. old background extra in Ghostbusters 2 and shook Harold Ramis's hand! I have an irrational love for anything stereoscopic 3-D and Dragon's Lair.
Computer Experience
- IBM terminal (1981) In 3rd grade I was able to just play on a terminal, I fell in love with green characters on a black screen. I spent the time making ascii mountains by stacking layers of letters, I believe this moment sparked my love for computers.
- Atari 400/600XL/800XL (1982) I convinced my parents to get me an Atari400, oh those McDonalds keys! Somehow we got an Atari600, and eventually an Atari800XL. This is my favorite computer ever, I still check it out in emulation. I taught myself basic programming at 9yrs. old by copying pages of lines of code from "Compute!" magazine. I also used an Atari artist drawing tablet to draw pixel art and animations in EA's Animation app. I even had an Okimate color printer that took hours to print a color print.
- Apple II (1985) I was kicked out of computer class for making the screens and printers print endless text using basic, ended up in piano class.
- Apple Macintosh classic (1990) High School Photoshop 1
- Amiga (early 90s) Renders and animation using Imagine
- VideoToaster video editing (early 90s) Editing for film class
- MOOG synthesizer (early 90s) 808 Synth effects and audio for film.
- Silicon Graphics SGI (mid 90s) Trained in Alias Wavefront but never got enough time on it, what a beast!
- Apple PowerMac (late 90s) I did lots of early 3D work using Strata StudioPro & Media100 video editing, working at editing houses and community art centers.
- PC's (2000s) Various PC software and tech: 3DMax, Maya, Zbrush, Unity, Blender, Resolve, Unreal4, Unreal5, Cakewalk, AE...
- VR (2015-present) Oculus Rift indie Dev, helped test and dev on all kits from CV1 to Final Rift. Also Dev'd on Oculus GearVR, Google Cardboard, HTC Vive
- Raspberry Pi: Emulation
- Looking Glass Holography: Light field stereoscopic 3D, holographic Realtime art and video production using Unity and RGBD imagery.
- 3D lenticular production: Creation of custom lenticular art prints using art, AI, depth and lenticular lenses.
AI Art:
Stable DiffusionXL, Stable Video Diffusion, Deforum, Stable Cascade, Runway ML, AnimateDiff w/ prompt travel, DiscoDiffusion, Jax, Deepdream, VQGAN+CLIP, Pytti, BoostingMonocularDepth, RIFE/FILM, ebsynth, DallE2, image2mesh/3D
Copyright © 2024 Drew Medina - All Rights Reserved.