Travell McEntyre
2061 Mission St. #26
San Francisco, CA 94110
(310) 437-9116
TMcentyre@gmail.com

Objective
To bring my talent and years of experience as a Senior Environment Artist to a top industry development team.

Employment History

Visceral Games - Environment Artist
July 2013 - Present

  • Build and integrate 3D assets, textures and shaders for multiplayer levels.
  • Asset and scene management, organization and optimization.
  • Troubleshooting collision issues, creating LODs, setting up meshes for destruction.

Titles worked on at Visceral Games

  • Unannounced project Fall 2014

Kabam - Senior 3D Artist
October 2011 - June 2013

  • Assisted in the transition of Kabam’s development pipeline and best practices to the Unity platform.
  • Created high and lowpoly 3D models, environments, vehicles and textures for various levels and projects within the studio which was also instrumental for visual targets and outsourcing.
  • Worked with outsourcing vendors to insure the quality and proper technical restrictions for Kabam’s internal projects.

Titles worked on at Kabam

  • Call of Duty: Warzone (unreleased Mobile/Tablet Game)
  • Dark District (unreleased Mobile/Tablet Game)

Sledgehammer Games - Senior Environment Artist
November 2010 - September 2011

  • Responsible for taking ownership of levels and set pieces from start to finish.
  • Building levels and modeling assets in Radiant.
  • Modeling and texturing vehicles and game assets as well as optimization for performance and frame rate.

Titles worked on at Sledgehammer Games

  • Call of Duty: Modern Warfare 3 (XBOX 360, PS3, Wii)

LucasArts - Environment Artist
December 2009 - September 2010 (XBOX 360, PS3)

  • Demonstrating the ability to quickly understand proprietary tools and create efficient game assets and environments while staying on schedule.
  • Responsible for working with designers to create creative solutions to various gameplay issues that come up during production.
  • Work closely with programmers to understand the limits and restrictions of the game engine to provide optimal framerate.
  • Responsible for creating high quality assets within the given art style of the level.

Titles worked on at LucasArts

  • Star Wars: The Force Unleashed 2 (XBOX 360, PS3, Wii)

Atomic Games - Senior Enviornment Artist
January 2009 - August 2009

  • Provide art direction for junior artists.
  • Established guidelines and reference documents for creating art assets using the companys proprietary software.
  • Responsible for creating and iterating on assets to establish a defined style and look for each level.

Titles worked on at Atomic Games

  • Six Days In Fallujah (unreleased)

Electronic Arts - Background Artist
October 2003 - December 2008

  • Responsible for creating wide variety of game assets and visual targets for multiple projects throughout the company using various tech and proprietary tools.
  • During Pre Production working with the Art Director to define visual design goals to be used in game and in cinematics throughout the project.
  • Provide content and assets for style guides, creative briefs, and visual targets for outsourcing partners.
  • Responsible for establishing best practices for background art and problem solving production issues.
  • Provide feedback and reviews for the team and outsourcing partners.

Titles worked on at Electronic Arts:

  • Tiberium (XBOX 360, PS3) unreleased
  • Medal of Honor: Airbourne (XBOX 360, PS3)
  • Command & Conquer 3: Tiberium Wars (PC, XBOX 360)
  • Lord of The Rings: Battle For Middle-Earth 2 (PC, XBOX 360)
  • Medal of Honor: European Assault (PS2, XBOX GC)
  • Medal of Honor: Pacific Assault (PC)

Terminal Reality - 3D Artist
February 2003 - October 2003

  • Created and concepted various death match levels.
  • Created 3D models, vehicles, and power-ups for various levels.
  • Worked with other teams within the company to help with their character models, levels and game play.

Titles worked on at Terminal Reality

  • Roadkill (PS2, XBOX, GC)
  • Blowout (PS2, XBOX)
  • BloodRayne 2 (PS2, XBOX)

Ritual Entertainment - 3D Artist
May 2000 - January 2003

  • Created 3D models, skins, and environments to help the look and style for each level.
  • Responsible for keeping the art pipeline running smoothly between artist and level designers.
  • Worked with other gaming companies and publishers to help their artist become familiar with Ritual's tech.
  • Worked with programmers during pre-production to determine the most efficient ways to create models and game assets using various engines.

Titles worked on at Ritual Entertainment

  • Star Trek: Elite Force 2 (PC)
  • Counter Strike: Condition Zero (PC, XBOX)
  • Lord Of The Rings: The Battle For Middle Earth (PC)
  • Redemption (PC/ PS2) unreleased
  • Blair Witch Project 3: Elly Kedward Tale (PC)

Ribit Productions - 3D Artist
March 1999 - May 2000

Created 3D models and interactive fly through for the web and multimedia presentations.

Advantage Golf - Graphic Artist
August 1998 - February 1999

  • Responsible for designing graphics, advertisements, and banners for various clients.
  • Aided with the production and assembly of banners and advertisements.

Software

  • Adobe Photoshop CS
  • Autodesk Maya 8.5
  • Autodesk 3D Studio Max 9
  • Visual SourceSafe
  • AlienBrain
  • Z Brush 3.1
  • Unreal

Education

Art Institute of Dallas
October 1997 - December 1999

Associates Degree in Computer Animation
Awarded "Best Environment Demo"

Interests
Music production, video games, and live music.

References available upon request.