Andrew Locko

Skokie, Illinois 60077

512 – 743 – 6563

www.andrewlocko.com

Objective – A talented and ambitious artist seeking meaningful employment with challenging opportunities for continued career growth and responsibilities

Education –

1997 – 2001         Ringling School of Art and Design

Sarasota, Florida

Bachelor of Fine Arts Degree in Computer Animation

Work History –

July 2007 – present             Senior 2D/ 3D Artist, Raw Thrills         Chicago, Illinois

Team member on Superbikes arcade game

  • Character modeling, texturing, and animation
  • Generating normal maps from high-poly characters using Z-Brush
  • Characters animated with Character Studio and exported using Granny Exporter

Team member on Daytona arcade game

  • Created environments including modeling, texturing, lighting, collision, prop animation, and particles
  • Textures for environments included diffuse, specular and normal maps
  • Animated characters with Maya and exported using Granny Exporter

Team member on Nicktoons Nitro arcade game

  • Created environments including modeling, texturing, lighting, collision, prop animation, and particles
  • Modeled and textured level specific characters that ranged from 2,500 – 3,000 polygons
  • Animated characters with Character Studio and exported using Granny Exporter

 

September 2006 – June 2007              Senior 2D/ 3D Artist, MVP Online          Saint Louis, Missouri

 

Team member on Golden Fairway PC game

  • Created golf course terrains, instanced foliage, and water effects using the Torque Game Engine
  • Modeling and texturing of golf course greens, sandtraps, foliage and environment props using 3DS MAX and Adobe Photoshop
  • Atmospheric effects, particles, and lightmaps were created for each of these courses

 

Team member on Redline Thunder PC game

  • Modeled and textured vehicles consisting of 3000 polygons
  • Multiple levels of detail were generated and textures included diffuse, specular, and environment mapping
  • Modeled and textured environment props and buildings using 3DS MAX and Adobe Photoshop

October 2004 – August 2006      Lead 3D Artist, Roxor Games          Austin, Texas

Team member on RoadRebel arcade game

  • Managed team of artists which included instructing, task scheduling, and assisting with game related art issues
  • Modeled and textured environments and characters using 3DS MAX and Adobe Photoshop
  • Lighting and particle generation using the Torque Game Engine

July 2001 – August 2004            Level 2 Artist, Acclaim Studios Austin

Team member on 100 Bullets video game

  • Development of low-poly environment props using 3DS MAX and Adobe Photoshop
  • Created realistic physics-based animations using Discreet Reactor
  • High-resolution modeling, texturing, and lighting for 3D cinematics
  • Worked with design team to assign attributes to game objects and create collision for environments using in-house software

Team member on NBA JAM video game

  • Designed low-poly crowd characters to be featured in era-specific basketball arenas
  • Painted tattoos for NBA players using Deep Paint and Adobe Photoshop
  • Conceptualized, modeled, textured, and skinned unlockable player characters

Team member on All-Star Baseball 2003 and 2004 video game

  • Modeled and textured stadiums ranging from 15,000 – 20,000 polygons
  • Lighting, animated textures and particle generation

 

Exhibitions -

 

August 2006     The Hideout                Austin, Texas

 

  • Month long public display of artwork featuring figure drawings, illustrations, oil paintings and digital media

Additional Skills include: Photoshop, Illustrator, After Effects, Premiere, 3DStudio MAX, Maya, Z-Brush, Mudbox, Torque, GameSpace, Deep Paint, Painter, Shake, Microsoft Sourcesafe, conceptual art, traditional animation, painting, drawing, and storyboarding