Demo Reel

Work

Emotion Study
Ol'man
Woodford
Female bio weapon
African Female
Mermaid
Marko the blacksmith: High Poly
Hinin: The Outlaw - High Poly
Nobutashi: The Samurai
Faye: The Thief
Creature
Malik the Dragon: High Poly
Marko the blacksmith: Low Poly (Using Xoliul's shader)
Hinin: The Outlaw - Low Poly (Using Xoliul's shader)
Muririn: Demi-Human
Old Warrior: Digital Sketch. (Approximately 3 hours.)
Human Skull Anatomy
Jafar Sketch

Resume

Download Resume in Word .Doc format Download Resume in .Pdf format
Professional Objective:

To work as a character artist with a talented team to create video games for current generation consoles.

Education:

The Art Institute of Pittsburgh, Pittsburgh PA

Bachelors of Science

Major: Game Art and Design

Graduated December, 2009

Software Proficiencies:

3D Studio Max:

Modeling, map baking, animation, skinning, rigging etc.

Maya:

Modeling, map baking, animation, skinning, rigging etc.

Adobe Photoshop:

Texturing, custom matcaps, custom alphas.

Pixologic Zbrush:

High poly sculpting, organic, inorganic.

Unreal Development Kit:

Level Design.

Skill Sets:

  • High poly modeling

  • Low poly modeling

  • High poly sculpting

  • Able to expand on concept art with the translation from analog to 3D

  • UVW unwrapping

  • Texturing

  • Organic normals

  • Hard surface normals

  • Skinning

  • Rigging

  • Animation

Experience:

Video Game Production

Occupation: Concept Artist, 3D Modeler, Technical Lead

The class assignment was to create an in-game level and cut-scene within nine weeks. I created the aesthetic mood and ideation for the level. Once the production proceeded forward, I then translated that work from 2D to 3D. Everything from modeling to texturing was a task I ensured would be finished for other group members to place within the design of the level.

Advanced Video Game Production

Occupation: Senior Game Designer, Concept Artist, 3D Modeler, Technical Lead

The class assignment was to create an in game level, cut-scene, and a two minute trailer for the game within nine weeks. I led the team to hit milestones and managed the production as well as designed it. I created the aesthetic mood and ideation for the level. Once the production proceeded forward, I then translated that work from 2D to 3D. I assisted with the animation for cut scenes and different animation cycles.

Workflow:

My first pursuit when starting a project is an in-depth R&D, gathering various kinds of reference. My workflow starts with high poly sculpting to low poly retopologizing. From there, I unwrap and bake ambient occlusion, normals, and a base diffuse within Maya or 3D Studio Max. I then clean up the texture work in Photoshop. If the mesh requires it, I would then skin and rig it for animaion.

References:

Available upon request.

Contact

Email:

mooneymovespolys@gmail.com

Cell:

(716)-380-4482

Tumblr:

Photobucket

Twitter:

Follow geraldmooney on Twitter

Gerald Mooney

About

My name is Gerald Mooney and I graduated from the Art insitute of Pittsburgh with a Bachelors of Science in Game Art and Design. I currently reside in San Francisco, California.