Chuck Furlong 
Senior 3D Artist

1707 Briar St 
Austin TX, 78704 
chuckfurlong@gmail.com 
512-577-9923

Objectives

To work as a senior 3D technical artist and/or art manager in a top gaming company, helping to establish best practices and generating top quality content.

   
Summary

I have 15 years professional art experience, working on many award winning games, and have a wide variety of experience in gaming from art generation to project management.  I have a professional work ethic and work very well with other artists, programmers and management.  I'm very driven to improve the studio I work for by increasing the quality of the studio's products and helping find ways to make the work environment better.

   
Experience

Rare (via Digital Anvil) 2005


Perfect Dark Zero – Xbox 360 – Created UV maps mainly for the exterior spaces.  Also did modeling and object animation for the final boss fight.  

 

Ion Storm (Eidos) 2002-2005


Thief Deadly Shadows - PC/Xbox – Modeled and textured world objects.  Skinned, animated, and processed animations for the NPCs.  Worked with producers, art director, artists, and programmers to design and implement our character modeling and animation pipeline.

DX Invisible War – PC/Xbox - Worked with artists, programmers and producers to increase the usability of the UI.

Snowblind – Xbox – Converted PS2 assets to be compatible with Xbox (including generating normal maps).

 

FATS (Firearm Training Systems) 2002


Internal Training Simulator - Proprietary PC based system - I was brought in as a lead 3D artist to help move them from a 2D sprite based engine to a 3D engine for a weapons training simulator.  Worked with programmers to move the asset pipeline from a Max pre-rendered system to a Maya, Mutigen, and Granny(RAD tools) 3D system.

 

Human Code 1995-2001


Barbie Pet Rescue (Mattel) - PC - Modeled, textured, rigged, and animated characters for the game.  Also worked with the lead animator to implement fur rendering for the animals in the game.


Dinosaur Activity Pack
(Disney) - PC - Acquired nurbs movie assets, and converted them to polys, texture mapped, rigged, and setup the characters for facial animation in Max.  


Mickey Saves the Day
(Disney) - PC - Rigged skeletons, researched and acquired tools for generating lip-syncing using WAV files, set-up facial morph targets, animated characters, and did rendering and video compositing for cut scenes.


Barbie’s Riding Club
(Mattel) - PC - Acquired and used World Builder for generating dense outdoor environments for the game.  Established a pipeline between Lightwave and World Builder to generate objects  for the scenes that could not be generated in World Builder,  using z-buffer compositing.  Built and textured objects for the scenes, and did final video editing.  After the pipeline was established, I trained other artists on it's use.


Red Beard’s Pirate Quest
(Zowie Entertainment) – PC/stand alone toy - Did character and object modeling, texturing, and animation.  Worked with programmers on new tools for asset processing in a newly developed engine.


Dell Advance Technology Center (Dell) - PC local, web, and CD
Rom - Producer and sole artist working with programmers to create linked QTVR environments that was used as a UI for presenting custom material from Dell to their high end clients. Also created a 2D web site for Dell ATC that carried the look and feel of the 3D environments (which were delivered with custom assets per CD).  I designed, created and processed all the environments as well. 


Private Interface Design (Michael Dell) - PC
- Producer and sole artist working directly with the client and external VB  programmers to establish a pre-rendered 3D UI for wall mounted kiosks that controlled many of the clients home controls (temp, lights, AV, etc). 


Operation: Weather Disaster
( Discovery Channel) - PC - Object modeling, texturing, and animation.  Video editing, compositing, and compression of live action with CG environments


Wishbone and the Amazing Odyssey
(Palladium) -  PC - Worked with the Wishbone (television series with a dog as the main character) film director to establish 3D environments and camera setups for the video shoot.  Went to the shoot and helped manage the scene set-up for the shoot.  Built and rendered the final environments, composited footage from the live action shoot into the CG environments, and compressed the animations.


Operation Eco Disaster
(Discovery Channel) - PC - Modeled, textured, animated, and rendered scenes and objects for compositing with live action footage.  Did final video editing, rendering and compression. 


Nile Passage to Egypt
(Discovery Channel) - PC - Object and environment modeling.

 

Austin Community College 1999


Taught 3D Modeling and animation

 

Intuition Design Consortium 1994-1995


Lead a three man Industrial Design team, doing Product Design (Concept, Drawings, CAD and prototyping) and Project Management

   

Tools

Maya, Silo, Max, Photoshop, After Effects, Premiere, Unreal Editor, MS Project, Excel, Dreamweaver, various online project management tools.

   

Education

1991 BS in Industrial Design Georgia Institute of Technology 

Demo Reel (Human Code work - 2002)

Demo Reel Description