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.