>>DigitalWeaponX.Net>> Lamont Gilkey lamont976@speakeasy.net ::

home || resume || artwork || tutorials/files

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Download Resume in PDF Format HERE

Nov 2004 ~ Present: Sony Computer Entertainment of America (SCEA) **Formerly 989 Studios**

  • NBA 06: The Life Volume 1 (Playstation 2 Shipped Fall 05) – Environments modeling (arenas), lighting and texturing. Created new arena's from scratch for the PS2 version, bringing a more true-to-life representation of the real-world counterparts.

  • NBA 07: The Life Volume 2 (Playstation 2 Shipped Fall 06) - Environments modeling (arenas), lighting and texturing.

  • NBA 07 (Playstation Portable Shipped Fall 06) - Environments modeling (arenas), texturing and lighting. Created new arena's from scratch for the PSP version, bringing a more true-to-life representation of the real-world counterparts, taking into account the abilities of the PSP.

  • NBA 07 (Playstation 3, Shipped Launch title) - Modeling (arenas), texturing, lighting, shaders and Mel Scripting. Created Mels that solved problems for the environments team and stuck to a tight schedule to ship the game on spec and on time.

Fall 1999 ~Nov 3rd 2004: 3D Pipeline Corporation/SimVis Lab

  • AFRL 1.0 (Air Force Research Laboratories) – Using the HyperPipe engine to create a terrain board that demonstrated the capabilities of the engine: Character animation, vehicle models, culture, terrain board, texturing, sprites for smoke/explosions scripting and optimizations.

  • Drivers ED – Subset of HyperPipe. Motion capture clean-up, database clean-up and testing. Simulator set-up and testing. Integration of art assets, scripting and quality check.

  • HumanFX – Designed the in-house animation tool with lead engineer to use within HyperPipe.

  • Infested The Movie: Created and animated high poly model of “carnivorous flies” that were rendered out as sprites to use with in-house particle engine. Quality check of shots for the film. And worked with engineer to develop particle tools.

  • T.O.C.C (Tactical Operations Command Center): Created real-time models for a web-based military training system to help new recruits become familiar with the TOCC environment.

  • Crimson Storm (Game): Modeling/Texturing of characters for a games used to train Marines about the perils of drug-abuse while on duty. FPS. Managing of overseas artists.

  • Rights of Passage: Animated main character for in-game cinematic.

  • Playmates Toys: Modeling of Amazing Alley Doll to be used for commercials and Print ads.

  • Bosnia Database Flight School XXI: Import/Clean up of terrain data to be used for helicopter simulator. Modeled cockpit.

Summer 2003 ~ Present: Dentrek Corporation (Learn Health Inc.)

  • Modeling/texturing high-poly models for the dental industry to be used for trade-shows, company presentations and training materials.

Fall 2002: Substitute Teacher for Platt College Game Art module

  • Helped students develop a feel for real-time content creation and passed on techniques I picked up through the years.

Education:

  • 1998 ~ 1999 Platt College San Diego: Diploma in graphic design.

  • 1997 ~ 1998 Academy of Art College, San Fransisco CA


Skills:

  • 4 years experience creating artwork for real-time applications.

  • Exceptional low-poly modeling and texturing.

  • Motion capture experience.

  • Lighting and color skills.

  • Solid grasp of cinematography.

  • Technically strong, meticulous and detail-oriented within time alloted.

  • Always researching and developing new art methodologies for game development.

  • Able to tackle new tasks with tenacity and learn quickly.

  • Proven visual/written/verbal communication skills and speaking to large groups.

  • Budget and schedule conscious.

  • Strong organizational skills.

  • Experience working in a fast-paced production environment.

  • Able to work with changing priorities, accept last minute deadlines and work overtime if needed for project completion.

  • Expert with Lightwave 8.5/3DS Max 6.0 Photoshop.

  • Working knowledge of Character Studio Biped and Physique, PolyTrans and various utilities.

  • Maya: Modeling/Texturing (low-poly only)

  • Mel Scripting (Beginners)

  • Basic scripting with 3DS Max and Lightwave (small tools to remove redundancy.)

Commercial Game Engines:

  • MaxEd: Creating Level geometry/props (3DS Max)

  • MaxEd2: Creating level geometry/props and Characters, skins and animations (3DS Max)

  • Lithtech: Level Geometry, some character work(3DS Max).

  • UnrealED: Level geometry, prefabs, characters and animations (Using Lightwave for characters/props).

Hobbies:

  • Reading & writing

  • Telling stories

  • Cooking

  • Games

  • Studying various things that catch my interest