Titles Shipped and Contributed to via in studio or remote freelance:

Red Orchestra 2 Fear 3 Top Shot Arcade Singularity Borderlands Fracture The Wheelman Blitz 2: The League Game Party 2 MK VS DC Rock Band

 

View Jesse  Moody's profile on LinkedIn

Work Experience:

Game Time Live LLC
Highland Park, IL
Jun 2011 - Oct 2011


Senior Environment Artist (Game Slam)
- Modeling high and low polygon environments and assets for use on web/iOS based client
- Managing all environment art, workflow, and integration into editor
- Created custom shader networks and material setups for Unity 3.4
- Research and development with new workflows, pipelines and tech for web and mobile (iOS) platforms.

Exis Interactive
Baltimore, MD
August 2007 - Current

Senior Environment Artist (Fracture, Fear 3, Unannounced Project - Mobile)
- Modeled and textured various props and level assets
- Created collision and exported assets ready for use in engine
- Modeled low poly and textured assets for game level for mobile (iOS) specs
- Modeled custom collision meshes
- Created LOD models for various distances and platforms


Budcat Creations
Iowa City, IA
Jan 2010 - July 2010


Environment Art Lead
- Modeling high and low polygon environments and assets
- Managing and mentoring environment art team
- Responsible for artist growth with current and future technologies and workflows
- Research and development with new workflows, pipelines and tech.


Raven Software
Middleton, WI
June 2008 - Sept 2009


Environment Artist (Singularity)
- Modeling high and low polygon vehicles and environment assets
- Creating environments in Unreal 3
- Shader creation in Unreal 3

Midway Games Inc.
Chicago, IL
November 2007 - May 2008

Senior Environment Artist
- Modeling high and low polygon environment assets based off concept and real world locations.
- Unwrapping and texturing meshes.
- Created content for Unreal Engine 3.0 based titles

Liquid Development
Portland, OR
February 2007 - May 2008

Remote Contract 3D Artist
- Modeling high and low polygon objects, unwrapping and texturing next gen assets
- Use of Mudbox and/or ZBrush to increase mesh detail and generate normal maps
- Focus on content for use with Unreal Engine 3.0 based titles
- Work closely with Art Directors to achieve various styles needed by clients


US Navy

October 1999 - August 2003
Sonar Technician

- Secret Clearance
- Supervised and trained watch stander to operate Sonar equipment.
- Supervised and aided individuals in the maintenance of over 20 divisional work and equipment spaces.
- Organized and oversaw the upkeep of electrical sonar related equipment.
- Member of the V.B.S.S. (Visit Board Search and Seizure) team and was responsible for investigating compliant and non-compliant suspected smuggling vessels.
- Member of 2002 All Navy Baseball team

 

Education:

The Art Institute of California - San Diego, CA

October 2003 - March 2007
Game Art and Design

- Bachelor of Science - Game Art and Design
- Member of Modeling on a Budget Club, Character Design Alliance Club