Art Director /
www.thomaswoode.com
www.linkedin.com/in/tomwoode
Profile:
A conscientious dedicated digital creative with over 15 years’ industry experience, an extensive art production background, expert knowledge of 2D and 3D software and a natural passion for art direction and management.
Highly proficient in a broad range of art creation and management disciplines; From hands-on asset creation to high level vision keeping, art direction and multiple project overview at an international level.
Professional experience:
May 2016 – Present / Plarium – Art DirectorLondon, England
Heading art for development of real-time 3D midcore mobile project. Responsible for team of 35 artists (spread between our London and Ukraine studios).
· Defining Art Direction
· Ensuring quality and consistency
· Frequent visits to Ukraine to ensure strong communication and team moral
· Team building and management
· Best practice asset creation (2D and 3D)
· Asset review and approval
· Performance assessment of team and new hires
· Providing motivation, guidance and a clear vision
Aug 2013 – May 2016 / Gameloft – Studio Art Director
2 Years 10 months / Madrid, Spain
One of the world’s most successful mobile games companies, Gameloft has over 20 international studios and employees over 5000 developers. I was responsible for art within the Madrid studio including 40 artists spanning numerous projects.
· Heading all art production for the studio
· Key resource for Art guidance
· Art direction for all productions (currently four titles)
· Clearly documenting production guidelines and best working practices
· Art review and approval for all projects
· Recruitment, management, appraisals and training of artists
· Responsible for knowledge transfer (internal and international)
· Key art contact for company HQ
· Responsible for all internal artists (currently over 40)
· Hands on guidance; 2D and 3D
Titles (core/midcore): Asphalt Extreme, Gods of Rome, Asphalt Overdrive, Nova Legacy
Titles (casual): Disney Magic Kingdoms (PHD versions), Pixar's Cars Hotshot Racing, Midnight Pool, Dragon Mania Legends
Aug 2010 – Aug 2013 / Bigpoint Gmbh - Art Director 3D
3 Years / Hamburg, Germany
Bigpoint are one of the most successful free to play developers in Europe. I headed 3D art production for the studio; responsible for over 40 3D artists spanning several projects. Overseeing art direction (3D) for in-development and live products.
· Heading all 3D art production for Bigpoint
· Key resource for 3D Art guidance for Studio
· Art direction for internal and external production
· Art bible and best practice/template asset creation
· Clearly documenting production guidelines and best working practices
· Art review and approval
· Outsource management and studio due diligence
· Recruitment, management, appraisals and training of 3D artists
· Leading annual workshops
· Software research and development, review and purchase
approval
· Responsible for knowledge transfer (internal and international)
· Accurately predicting production timelines and ensuring deadlines are achieved
Titles (core/midcore): Drakensang, MercElite, Battle Star Gallactica Online, Game of Thrones (pre-prodcution), DarkOrbit, PirateStorm, SeaFight
Titles (casual): Farmarama, Ponyrama, Fantasyrama, Skyrama
Jan 2009 – Feb 2010 / Tantalus Media - Lead Artist
1 Year, 1 Month / Brisbane, Australia
Tantalus, one of Australia’s longest standing and most successful studios, produce games for major platforms (XBOX, PS3, DS, PSP) primarily focused on Pixar and Disney IPs.
· Timely completion of Pixars ‘Cars’ and Drift Racer International
· Asset review and approval
· Art direction
· Art production (3D, UI, 2D and concept)
· Management and training of art team
Titles: Pixar’s Cars: Race o Rama, Drift Street International
Jan 2007 – Jan 2009 / BigWorld Technology - Senior Artist
2 Years / Sydney, Australia
BigWorld Technology create game engine technology including server applications, art tools and a 3D client designed specifically for the creation of MMOGs (best known for the successful 'World of Tanks' and other Wargamer titles).
· Concept art production
· 3D modeling and texturing (high and low poly)
· Game engine research and development
· Outsource management and briefing
· Creation of game proposal presentations
· 3D support and guidance for external clients
· World building and lighting
· Creation of style guides / art bibles
Titles: BigWorldTech (Engine development), Super Spy Online (unreleased)
Nov 2002 – Nov 2007 / Jagex - Senior Artist, Lead Concept
5 Years / Cambridge, England,
As one of Jagex's original five employees I successfully helped develop Runescape into the world's most successful free to play MMORPG titles, actively producing art and content while also supporting and guiding the art department though extensive growth.
· Supervising, training and guiding artists.
· Asset review and approval
· Concept art production
· 3D modeling, texturing. rigging and animation
· Quest design, Level design, world building
· Quest scripting
· Art bible creation
Titles: Runescape, Mechscape (unreleased), Funorb
EDUCATION:
1998–2001 / 3D Multi-disciplinary design (BA Hons)
Buckinghamshire Chilterns University
1996-1998 / GNVQ Art and Design (Merit)
Colchester Institute
SOFTWARE:
3D Studio Max, Maya, Zbrush, Photoshop.
Unity, Unreal Editor, Bigworld technology.
PROFESSIONAL SKILLS:
Art direction, art management, outsource management, project management, art guidance, game design and art training
Low and high poly modeling, concept art production, 2D art production, UI production and texturing. Meticulous attention to detail.