CHRISTOPHER
RYAN BUTTS
Email: ryanbutts@ryanbutts.com
OBJECTIVES
Join a first tier game company,
where I can apply my proven skills in design, texturing, and modeling.
EDUCATION
California
College of Arts and Crafts [1 quarter, Summer] – Oakland,
CA.
Modesto Junior College [1yr] – Modesto, CA.
Thomas Downey High School [4yrs] – Modesto, CA.
EMPLOYMENT HISTORY
Raven Software,
Senior Artist 2007 –
Cryptic Studios,
Character Artist 2004 – 2006
Pandemic Studios,
2d/3d Artist 2003 – 2004
Sunstorm
Interactive, 2d/3d Artist 1998 – 2003
Barnes and Noble, Supervisor 1997 – 1998
Compass Maps, Art Assistant 1996 – 1997
EXPERIENCE
3
years Graphic Design – Downey
Graphics
1 year Graphic Technology – MJC Graphics
9 years 3d Low Poly modeling/skinning (hobby and professional)
Art Soft. Exp – Adobe PhotoShop 2.0-CS, Adobe Illustrator 6.0-8.0
3D Soft. Exp. – Softimage|XSI 2.03-3.5, 3DSMAX 2.5-9.0, Zbrush 2.0-2.5, Mudbox 1.0
Developed and published 15 software titles since 1998:
Marvel Universe Online (working title), 2006 – Worked as the Lead Character Artist for new Marvel/Microsoft MMO. Helped to establish visual style for characters as well as environment. Developed key prototype assets in preproduction phase of the project.
City of Villains, 2005 –
Worked as Lead Character Artist for MMO sequel to City of Heroes. Modeled and textured hundreds of swappable player costume pieces and several of the key enemy groups and NPCs found throughout the title. Was one of 3 CoV artists nominated for Best Character Design at the 6th annual Game Developers Choice Awards.
City of Heroes, Expansions / Updates 2005 –
Created costume assets and characters for regular Issues/Expansion Updates
Mercenaries 2004 –
Acted as sole character artist for the project. Modeled and textured over 70 characters and 15 weapons. Average creation time per character was 3 days, this included both the mesh and texture set.
Final Score, 2002 – (proof of concept / prototype development, unpublished)
Lead Artist, Co-Producer, Game Designer. Modeled main characters, designed in-game HUD interface, co-wrote initial game design
document, designed and developed art assets for product website
Duke
Nukem: Manhattan Project, 2002 –
Lead Artist, designed and modeled creatures, weapons, and world
objects. Textured player, creatures, weapons, and world objects
Deadly
Dozen, 2001 –
contract work for N- Fusion Interactive (www.n-fusion.com)
modeled player, enemies, misc. clean up work on enemy skins
Feed’n
Chloe, 2000 –
modeled all creatures, weapons, and world items. Textured creatures
and weapons
911
Fire Rescue, 2000 –
modeled weapons and world objects
Deer Hunter 4, 2000 –
modeled and textured various world models, created 2 maps
High
Impact Paintball, 1999 –
modeled players, weapons, and world objects
Deer
Hunter 3, 1999 –
modeled, textured, and animated the world models, weapons, and players
Bird Hunter: Upland Edition, 1998-1999 –
modeled, textured all world and weapon models
Deer
Hunter 2, 1998 –
modeled and textured world models, created and converted textures
Bird
Hunter: Waterfowl Edition, 1998 –
created all menu screens, misc. artwork
ACCOMPLISHMENTS
Freehand
artwork published by Mystic Eye Games, (www.mysticeyegames.com,
pen and
paper D&D)
Character model renders published in Spin Magazine (April 2000)
Artwork published on front cover of the Stockton, CA. map by Compass
Maps Inc. 1996
Artwork published in WASC Accreditation book
Nominated for Best Character Design at the 6th annual Game Developers Choice Awards ceremony.(www.gamechoiceawards.com/archive/gdca_6th.htm)
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