Mission Viejo, Calif, 92691
949-292-1367 • firstname.lastname@example.org • / https://www.linkedin.com/in/jonathan-gwyn-19324b1/
Creative video game developer dedicated to high quality, collaborative work with extensive experience in diverse roles and projects having published over 10 games.
Areas of Expertise
· Advanced knowledge of all facets of video game design and development, keenly interested and aware of how to put complex concepts together to produce a user-focused experience that exceeds expectations.
· Proven ability to work in both the 3D environment as well as 2D, talented designer of environments, characters, props, and other set pieces that enhance the experience.
· Skilled team leader with an ability to foster professional growth amongst colleagues, and inspire a team to perform at a high level in order to meet important deadlines.
· Outstanding interpersonal and communication strengths, able to confidently build strong relationships across stakeholder groups.
Mobile, PC, Saturn, Dreamcast, PSP, GameCube, Wii, PS1, PS2, PS3, Xbox, Xbox 360, PS4 and Steam
Unity, Unreal, 3D Max, Photoshop, Quixel Suite, ZBrush, Maya, Xnormal, Headus, Knald, Substance Painter
Unbroken Studios, El Segundo, California
Senior Artist ( 1/2018 - present )
Work as a Senior Artist on several Projects and proposals.
Dark and Light MMO - Created several modular Point of Interest structures for this open world crafting and survival game.
Fractured Lands - Assisted in Optimization and Polish on this Post Nuke style Online Battle Royal game.
Seismic Entertainment, Culver City, California
Art Director ( 8/2017 - 1/2018 )
Oversaw Art development for several months on a high profile VR project as well as an interactive ride for the new Star Wars Land at the Disney parks.
Blade Runner - Revelations VR - Oversaw the development of the art for this VR game set in the world of Blade Runner.
Millenium Falcon Interactive experience - I was the art coordinator between Seismic and ILM for the new Ride.
InXile Entertainment, Newport Beach, California
Senior Environment Artist (3/2014 – 4/2017)
Orchestrate the development of environments for a number of video games across gaming platforms. Collaborated with other developers and artists to create consistency and an excellent user-experience.
§ Wasteland 2 (PC) – Created the Hollywood, Griffith Park and Machine Gun Preacher Compound.
§ Torment Tides of Numenera (PC) – Created over half of the backgrounds.
§ The Bards Tale 4 on Unreal (PC, PS4, Xbox 1) – Current project.
Qualcomm/Snapdragon Game Studio, San Diego, California
Senior Artist (3/2012 – 3/2014)
Provided technical and artistic leadership in the design and development of the Levels and gameplay for Reign of Amira (Android Mobile and Kindle TV).
§ Produced over 90 percent of the artwork for the game
Rockstar Games, Carlsbad, California
Senior Environment Artist (1/2011 – 3/2012)
Acted as a senior artist for the outlying environment for Grand Theft Auto 5 (PS3, Xbox 1). Designed deserts, highways, and mountain areas, collaborating with other artists to assure a top quality product.
Insomniac Games, Burbank, California
World Artist (6/2010 – 1/2011)
Coordinated work with designers in the development of several large multi-player maps for the game Resistance 3 (PS3).
§ Created the Broadway, Terraformer, and Alice Springs levels as well as many original assets.
Double Helix Games, Irvine, California
Art Director (11/2006 – 2/2010)
Collaborated on multiple projects in order to assure a fresh, creative look and feel for the user.
§ Green Lantern (PS3, Xbox 360, Wii) – Drove the project as both the Art Director and Lead Artist for a small, dynamic team that established the backdrop for the game based on the movie.
§ Justice League (PS3, Xbox 360, Wii) – Led a team of seven artists in the style and level of construction for the game.
§ The Golden Compass (PS3, Xbox 360, Wii, PS2, PSP) – Directed the art development for the game on six platforms in just 10 months.
Shiny Entertainment, Newport Beach, California
Senior Artist / Environment Artist / Character Artist (10/1997 – 11/2006)
Designed and developed artistic backgrounds and characters for a number of projects. Maintained a strong team and met deadlines.
§ The Matrix – Path of Neo (PS3, Xbox 360, PS2, PC) – Coordinated a 12 person creative team, including task assignment and work assessments. Acted as the main artist on seven levels of the game.
§ Enter the Matrix (PS2, Xbox, PC, Game Cube) – Provided environment art for several large levels and several demo levels.
§ Sacrifice (PC) – Handled lead character artist duties, and designed many of the main characters.
more previous employment info available upon request:
Screaming Pink inc.
New World Computing
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Education and Training
Cal State Northridge – 2 years
Cal State Dominguez Hills – 3 years
Majored in Design
— Certifications —
E3 Into the Pixel winner 2003