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Freddie Lee
Lead Environment Artist 

fredwl@hotmail.com















Skills:

Technical: Maya 8.5, Photoshop CS, MAX, Turtle, Perforce, various game engines and related tools

Management: Art team management, pipeline organization, process oriented, documentation, scheduling, mentoring

Experience:
 

 
Doublefine Productions, Inc. (5/08 - Present)
 
Senior World Builder:
 
BRUTAL LEGEND (360/PS3):
 
  • Did layout work for two areas in open-world game.
  • Worked with proprietary toolset to sculpt open terrain and to paint terrain materials
  • Build assets for those areas, creating enough mesh density for vertex material blending while maintaining a relatively low poly count for performance.
  • Hand-build LOD's, collision, and shadow mesh for all assets.
  • Assets were build from existing or new concepts, preserving the original design while allowing for the limitations of the game engine or maintaining flexibility for game design.
  • Worked in tight SCRUM schedule, and consistently met our monthly deadlines and maintaining the quality of m work.
  • Always found time to help out fellow World Builders or Material Artists when they needed help on a task, despite a tight schedule,
  • Maintained open lines of communication with the team to prevent me blocking their tasks and to keep my lead informed of my progress.
 
CrystalDynamics, Inc (11/01 - 4/08)

Art Director/Lead Environment Artist/Senior Environment Artist:

Unannounced Xbox 360/PS3 Project:

  • Joined project as Lead Environment Artist; promoted to Art Director last November
  • Set up file organization structures, and asset and level construction process with art director's help.
  • Set up level asset metrics, organization, and process documentation.  
  • Helped schedule short and long term art tasks. 
  • Coordinated scheduling, task dependencies, and workflow between art and design.  
  • Mentored new hires; coordinated and worked with outsource artists, and additionally facilitated and maintained outsource workflow.
  • Held regular meetings with art leads and art team.
  • Delegated my previous tasks to the new lead. 
  • Worked with programmers to push demo to completion.
  • Facilitated continued art tools development with new lead and tools artists.
  • Collaborated with studio art director on character fidelity improvements.
  • Established final lighting and visual composition for the demo.

Tomb Raider Legend (PS2/Xbox/Xbox360):

  • Built mesh for training unit in the Bolivia level, and did additional work for several smaller units later in the level.
  • Designed and created components of varying sizes, each of which were instanced to facilitate faster art lay out and save on mesh memory.
  • Did additional work with textures and ray traced lighting.

Project: Snowblind (PS2/Xbox):  

  • Built 2 single player levels and 2 multiplayer levels.  
  • Designed and created many architectural components for sharing.
  • Worked closely with design for final level layout using those components. 
  • Used ray tracing for lighting.
  • Established final composition of levels. 
  • Did additional work on two other unfinished levels to completion.

Whiplash (PS2/Xbox):  

  • Conceptualized and built terrain and object mesh,  made textures,  baked lighting for entire Endurance level.
  • Constructed components to detail level mesh for faster level layout. 
  • Worked closely with design to implement consistent visual language and continued gameplay improvements. 
  • Worked with closing team to clean, fix and rebuild other levels for beta submission.

Z-Axis, Ltd. (7/00 - 11/01)

Senior Level Artist:

Dave Mirra's BMX II (PS2): 

  • Did layout work and built mesh and baked lighting for two levels.
  • Worked with programming and tech artists to improve art tools. 
  • Did close-out work, levels clean-up, and fixing bugs.

CrystalDynamics, Inc. (12/96 - 7/00)

Level Artist:

Disney Cart Racing (PS1):

  • Did lay out for the Autopia track, building all of the art for the level, created textures, and baked vertex lighting for the level. 
  • Created a high-res Cadillac render for a loading screen, as well as doing the art work for the game map screen.

Soul Reaver (PS1):

  • Conceptualized, then built all of the level mesh and did all of the lighting for the Sunken Abbey, Raziel's temple, Aluka Castle.
  • Coordinated with texture artist for clean texture/UV implementation. 
  • Worked closely with design to help them implement game improvement changes.
  • Helped develop pipeline to morph normal game play world into "spectral" world.

Pandemonium 2 (PS1):

  • Worked on multiple levels, including sketching concepts, building mesh, creating all of the level specific textures, painted vertex lighting, and implemented effects.

Abalone, Inc. (11/95 - 12/96)

Junior Artist:

Junk (unpublished; PS1): 

  • Did level concepts, built level mesh, painted textures, and baked in vertex lighting. 

Published Titles:

  • Tomb Raider Legends (PS2, XBox 360)
  • Project:Snowblind (PS2)
  • Whiplash (PS2)
  • Dave Mirra's BMX II (PS2)
  • Walt Disney World Cart Racing (PS1)
  • Soul Reaver (PS1)
  • Pandemonium 2 (PS1) 

Education:

  • UC Berkeley, BA in Architecture, 1989

Interests and Hobbies:

Games, including first person shooters, third person action games, and racing games; listening to music; playing music (guitar); watching movies; reading; exercising; drinking lots of coffee and wine



















References Available on Request


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