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  • Home
  • Sculpture
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  • Drawings
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    Game Development

    Professional Artist / Game Developer since 1998

    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

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