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.
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 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
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
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
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
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 Bodycount – Megadrive 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
Successfully
completed a ‘3D computer animation’ course at