Anthony Rosbottom

 

website URL:                 www.bliz.co.uk                   email address & MSN handle:     bliz@bliz.co.uk

alternative email:                anthony.rosbottom@gmail.com                                    ICQ#:    267160602

 

 

Core Skills

 

Autodesk MAYA (versions 2.5 to 2010)

Modelling, UV-texturing, surfacing, lighting, rendering with mental ray, non-character animation (vehicle, weather fx, machinery etc.), skinning, basic rigging & basic particle work

 

Newtek LIGHTWAVE3D (versions 4.0 to 9.6)

Modelling, UV-texturing, surfacing, lighting, rendering, non-character animation (vehicle, weather fx, machinery etc.), basic particle work & the use of HD Instance and Sasquatch plugins.

 

3dsMAX (beta version to 8)

Modelling, UV-texturing, surfacing, lighting, rendering with mental ray, skinning characters (bone weighting) using the ‘Skin’ and ‘Skin Morph’ modifiers.

 

Brazil R|S (rendering plugin for 3dsMAX)

Material creation, lighting, rendering and print resolution distributed rendering.

 

Adobe PHOTOSHOP (version 4 to CS4)

All areas of the program

 

Adobe AFTER EFFECTS (version 6.5)

All areas of the program

 

Autodesk Mudbox3D (3d sculpting program similar to ZBrush)

 

Blender3D

Modelling, UV-texturing, surfacing, lighting & using the nodal compositing module.

 

ProMotion

ProMotion is a 2D graphics and animation package that isn’t widely known outside its core userbase of Handheld and mobile phone game development artists.

 

TRADITIONAL MEDIA ART

I consider myself a proficient draughtsperson working mainly in the Fantasy/Sci-Fi field of illustration. I’ve provided book illustrations for clients such as Fantasy Flight Games in the US and national press advertisement graphics for Mastertronic in the UK

 

 

 

 

 

 

 

 

Career Summary  (in reverse chronological order)

 

HotGen Ltd. – March 06 onwards

I am a Lead Artist at HotGen Ltd., currently working on Nintendo DS games for major publishers UbiSoft and Electronic Arts. While at HotGen I’ve also worked on ‘retro style’ games based on bespoke gaming hardware that plugs directly into tv sets (commonly referred to as ‘TV Games’) for the client JAKKS Pacific Inc.

 

HiScore Software Engineering – December 05 to March 06

I was the sole inhouse artist at HiScore. My main duty was creating 2D graphics for mobile phone games and ‘TV Games’ (same hardware platform as used by HotGen’s clients)

 

LEGO Concept Labs – early November 2005

I was commissioned as a 3d concept artist at the very early stages of a new Lego product line. I used Lightwave to model elements of a character and took the elements into Maya to create a rig.

 

Sony Playstation EyeToy3 TV advert - Nexus Productions 2005

Using 3dsMAX and the Brazil r|s renderer, the TV advert is a 30second animation. I modelled some of the assets and rendered two Point of Sale images in Brazil.

 

Gerry Anderson’s New Captain Scarlet TV series – Indestructible Production Co. 2003 – 2005

IPC was a company set up by Gerry Anderson for the sole purpose of creating an all computer-generated version of Captain Scarlet. We created two series each comprising of 13 episodes. My duties included Lighting shots, modelling and shading sets and landscapes, baking Maya character animation across to Lightwave, vehicle animation and most general TD duties. I also stood in for my CG Director when he was unavailable.  The CG Director duties included attending rushes with the rest of the production management and devising strategies and workflows to enable the execution of shots.

 

HotGen Studios circa 1999 to 2002

My position at HotGen Studios was Senior Lead Artist. My non artistic duties included ordering and maintaining the Maya, Lightwave and 3dsMAX seats at the studio. Titles I worked on at the studio included;

Medal of Honour – Infiltrator – GBA format

World's Scariest Police Chases 2 – PS2 / Xbox / Gamecube format (unpublished)

Tony Hawk's Pro Skater3 – GB format

Egg-Mania – GBA format

Indiana Jones and The Infernal Machine – GB format

 

Crawfish Interactive circa 1999

Crawfish was exclusively a handheld console developer and as such most of the games had quick 3 to 4 month turnaround times. Titles I worked on at the studio included;

            ECW Extreme Wrestling – GB format                                      Ready 2 Rumble – GB format

                Space Invaders 2000 – GB format                                         Roswell Conspiracies – GB format

                Aliens: Thanatos – GB format

 

Probe Entertainment / Acclaim Studios London circa 1993 to 1999

This studio changed ownership midway through its existence thus the change in name. I held the positions of Lead Artist and Art Manager at this studio. Titles I worked on at the studio included;

                Re-Volt – PC / PS-one / N64 format                                        Forsaken – PC / PS-one format

                Extreme-G – N64 format                                                         Alien Trilogy – PC / PS-one format

                FIFA 96 – SegaSaturn / SNES / GB format                             Judge Dredd – SNES / Megadrive format

                Terminator II – PC / SNES format                                             BodycountMegadrive format

               

DMA Systems / Imagitec Designs / Sleepless Knights circa 1989 to 1993

                Special Forces – ST / Amiga / PC format                                Microprose Golf – PC format

                Rock N’ Roll – ST / Spectrum / Amstrad CPC format               Gemini Wing – ST / Amiga format

                Prophecy | the Viking Child – ST / Amiga / Atari Lynx             Butcher Hill – ST / Amiga format

 

Industry relevant education

 

Successfully completed a ‘Maya for Games’ course at Alias's offices in Wardour St. London.

Successfully completed a ‘3D computer animation’ course at London Guildhall University