David Patch
415-717-3437
Experience:
2006– 2009 Slipgate
Ironworks
Yet
to be disclosed MMORPG
External Art Director
·
Established and refined a feedback style that
is both clear and expedient.
·
Created and managed relationships with
external teams.
·
Established price points for various asset
types, and assisted with the negotiations.
·
Established and maintained Milestones of
deliverables from outsource houses.
·
Trained and helped grow external teams and
management.
·
Conducted weekly
Skype meetings for training, clarity and mentoring with overseas partners.
·
Started unifying
procedures, documents, tools, and talent pools across the corporation.
·
Tested 30+ houses
in modeling, texturing, rigging, animation and consistency.
·
Conducted daily
reviews of all the out sourcing submissions.
·
Created Object
and Character Specifications for use by the Outsource agencies.
·
Designed web
based tool for communications and deliveries between internal team and
Outsource Houses.
·
Maintained the asset management pipeline from
spec creation to in game assets.
·
Established procedures
and protocol for our Outsource agencies.
·
Collected and maintained metrics on
outsourced art to be used by
producers and art directors.
Art Director
·
Designed all
objects, characters, architecture, flora, etc
·
Reviewed and
critiqued all modeling, Fx and character creation from concept sketches to
final in-game art.
·
Responsible for building,
supervising, developing and scheduling a team of 12 internal artists and
animators.
·
In the base game
designed the motion of the MOBS, characters, critters and directed the
animation team.
·
Main contact for of
the 2 international outsourcing agencies.
·
Conducted daily
reviews of the out sourcing submissions.
·
Created Object
and Character Specifications for use by the Outsource agencies.
·
Designed web
based tool for communications between internal team and Outsource Houses.
·
Established procedures
and protocol for our Outsource agencies.
1998 – 2006
Maxis/Electronic Arts
The
Sims2, The Sims2 University, The Sims2 Nightlife
The full 3D follow up to The Sims and two expansion packs.
Art Director
·
Designed all
objects, characters, walls and floors.
·
Reviewed and
critiqued all modeling, Fx and character creation from concept sketches to
final in-game art.
·
Responsible for
Supervising, developing and scheduling 12 internal artists, and in the base
game development, 15 animators.
·
In the base game
designed the motion of the Sims and directed the animation team.
·
Main contact for of
the 2 out sourcing agencies, which were local and international.
·
Conducted daily
reviews of the out sourcing submissions.
·
Created Object
and Character Specifications for use by the Out Source agencies.
·
Established
procedures and protocol for our Out Source agencies.
·
Main liaison
between the modeling team and the rest of the Sims2 development team.
·
Worked with
Marketing in print ad and box art creation.
SimCity 4
The first full 3D version in the SimCity line.
Art Director
·
Designed all buildings,
vehicles, characters, and terrains.
·
Helped develop
and enhance the art pipeline and tools.
·
Reviewed and
critiqued all modeling, and character creation from concept sketches to final
in-game art.
·
Responsible for
Supervising, developing and scheduling 10 internal artists.
·
Designed and directed
the motion of the Sims.
·
Main contact for
the 4 out sourcing agencies, which were local, national and international.
·
Conducted daily
reviews of the out sourcing submissions.
·
Created Object
Specifications for use by the Out Source agencies.
·
Established
procedures and protocol and tools for our Out Source agencies.
·
Main liaison
between the modeling team and the rest of the SimCity development team.
·
Worked with
Marketing in print ad and box art creation.
·
Created the
concept directed Intro movie.
SimCity Unlimited
An extension of the series using the SimCity3000 engine.
Art Director
·
Designed all buildings,
vehicles, characters, and terrains.
·
Reviewed and
critiqued all modeling, and character creation from concept sketches to final
in-game art.
·
Modeled Sims and
buildings.
·
Designed and
built UI as needed.
·
Responsible for
Supervising, developing and scheduling 3 internal artists.
·
Designed and directed
the motion of the Sims.
·
Main contact for
the 2 out sourcing agencies.
·
Conducted daily
reviews of the out sourcing submissions.
·
Established
procedures and protocol and tools for our Out Source agencies.
·
Main liaison between
the modeling team and the rest of the SimCity development team.
·
Worked with
Marketing in print ad and box art creation.
·
Created the
concept and directed Intro movie.
1999-Summer Flying
Rhino
Rainbow Hoppers
A QuickTime VR children’s game.
Art Director
·
Designed the
Characters and environment.
·
Worked very
closely with the designer to develop the flow and concept of the game.
·
Researched and
constructed the pipeline for creating animations and settings for a QuickTime
VR environment.
·
Modeled the characters.
·
Modeled some of
the environments.
·
Weighted and
rigged the characters.
·
Directed 100 shot Motion capture sessions.
·
Directed a 100
plus facial Motion capture sessions.
·
Worked with
Motion Analysis to developing a method of getting the Motion capture, both body
and facial data into 3DStudio Max.
·
Cleaned the
motion capture data.
·
Reviewed all of
the art being created.
·
Created and
maintained art and programming schedules.
·
Tested and
trouble shot the VR coding
1998-1999 Maxis/Electronic
Arts
SimCity 3000
2.5D breakout follow up to SimCity2000
Lead Artist
·
Designed and modeled
all of the industrial buildings.
·
Helped establish
the look for the buildings
·
Helped develop
the art tools.
1996 – 1998 Mindscape
LegoIsland
A full 3D interactive children’s game,
inducted into the Smithsonian Institute.
Lead
Artist/Art Director
·
Developed the
look and motion of the characters and world.
·
Supervised and
directed the 10 internal artists.
·
Developed the art
pipeline.
·
Main contact for
the 2 out sourcing agencies.
·
Conducted reviews
of the out sourcing submissions.
·
Modeled and
animated.
1995 - 1996 Amazing
Media
Aftermath
A Macromedia Director game with video actors.
Modeler
·
Modeled
pre-rendered scenes and environments
Education:
1982 - 1984
University of
Major: Molecular, Cellular and Developmental Biology
1993 – 1995 California Collage of Arts and
Crafts
Major:
Painting
References:
Cam Ryder
Lead Designer Slipgate Ironworks
415-235-9168
Ragnar
Scheuermann
Lead Systems Engineer Slipgate Ironworks
559-760-3032
ragnar.scheuermann@slipg8.com
Jim Pearson
Lead Concept/2d Artist Slipgate Ironworks
415-298-3369
John Romero
EVP, Slipgate Ironworks
john.romero@slipg8.com
W: 650.393.6502 C:
650.743.8694
Wes Jenkins
Creative Director
512-458-4662