North Hollywood, California
Phone/FAX: 818.288.5004
email: jeremy@art.net
http://www.art.net/~jeremy

JEREMY A. ENGLEMAN


C a r e e r   S u m m a r y

Demonstrated accomplishments in the creative design of graphics, film, and multimedia.

E d u c a t i o n

Educated at the University of Colorado at Denver, in the fine arts with an emphasis on Photography.

A w a r d s / A c c o l a d e s / E x h i b i t i o n s

Google, As of November 2003, a web search for "Jeremy" results in my name coming up 6th. This lists me before even the official websites of famed porn legend Ron Jeremy, the incomparable Jeremy Irons, or motocross superstar Jeremy McGrath-2003. The Internet.
The Best of 3d Graphics, Images included in the book published by Epic-2002.
3D World, Two Page Portfolio Spread-2000.
Computer Arts, Two Page Portfolio Spread-2000.
Science Exhibit, Museum Victoria, Texture Photographs-1999. Melbourne, Australia.
Digital Art 1999, The Center for Digital Art and Nexus Gallery-1999. New York, New York.
Digital Art in a Traditional World, Long Beach Arts-1999. Long Beach, California.
Computer Graphics World, Two Page Portfolio Spread-June 1999.
3d Design Big Kahuna Award, Nominee-Print Graphics-1998.
Computer Graphics World, Online Image of the Month-June 1996.
MSA-Realsoft Japan 3d Competition, Third Place-Animation-1996. Tokyo, Japan.
Four Cameras, A four person show at Rock Arts Gallery-1993. Denver, Colorado.
Auraria Photofest, Honorable Mention-1992. Denver, Colorado.
Jefferson County Art Exhibit, First Place-Photography-1990. Denver, Colorado.
Jefferson County Art Exhibit, First Place-Photography-1989. Denver, Colorado.

P r o f e s s i o n a l   E x p e r i e n c e

Look Development-Dreamworks SKG. Currently in 3d Paint and Look Development for Dreamworks' Bee Movie. Working with art directors to design the look of the crowds as well as TD's to design the crowd system.

Instructor-The Gnomon School of Visual Effects.Currently in my fourth year of teaching Lighting and Rendering at Gnomon. I have taught new users and professionals in the techniques of lighting and rendering in a 3d environment.

Look Development-Dreamworks SKG. 3d Paint and Look Development for Dreamworks' Flushed Away. Painted major setpieces, props, characters and crowd characters. Designed the surfacing for most of these without input from the art department, to the satisfaction of the art directors and directors. Designed and painted the surfacing for the logo.

Product Development-Gnomon Workshop Texture Libraries.Developed and brought to market a remarkable series of texture libraries through The Gnomon Workshop, the premiere source for professional training DVDs. I designed the products from the ground up to be the absolute best in texturing resources for the 3D professional, and they have been reviewed by the professional community as such. They have been purchased by most of the major studios as well and many smaller studios and individuals.

Look Development-Dreamworks SKG. 3d Paint and Look Development for Dreamworks' very promising, SharkTale. 3d paint and shading tree development for the highly anticipated fully CG film. Worked to develop the looks for various characters and on the challenge of creating a "fishified" human city. Developed the shading tree used on the majority of props. Surfaced the majority of the large setpiece human environments. Worked closely with TD's to iron out the hiccups of a brand spanking new pipleine.

Look Development-Dreamworks SKG. 3d Paint and Look Development for Dreamworks' visually stunning box office flop, Sinbad. Worked with traditional art directors to develop a method to integrate full CG boats and props in a traditionally animated film. They had to blend seamlessly with the hand drawn characters and the hand painted backgrounds. This was a particular challenge as the boats were the primary setpieces of the film and appeared in no less than 70% of the shots.

3d Artist (Freelance)-Luxoflux Corp. Models and textures for Luxoflux and Activision's True Crime: Streets of L.A. Modeled and textured secondary character models for the smash hit game on Playstation 2 and Xbox.

3d Artist (Freelance)-Luxoflux Corp. Models and textures for Luxoflux and Lucasarts' Star Wars: Demolition. Built all level objects and vehicles for the Sega Dreamcast version of the title, reworking the Sony Playstation versions to take advantage of the Dreamcast's superior horsepower.

Digital Modeler-Centropolis, LLC Modeling and texturing of soldiers, horses, and battlefield equipment for Centroplis' blockbuster, The Patriot starring Mel Gibson. One of the first uses of hundreds of seamless effects in a period film where digital imagery would definitely stand out.

Illustrator-Dodge Illustration for national magazine ad campaign for Dodge-Just Right. Six illustrations for six layouts featuring Dodge trucks compared to various objects of extreme sizes.

Illustrator-Evans & Sutherland Illustration advertising their line of graphics cards, published in several print magazines, including 3d Design, Game Developer, and Cinefex. Also elected to their Hall of Fame, eight artists representing the best of the field.

Illustrator-Penguin-Putnam, Philomel Books New York, New York. Cover illustration for Millennium, a young adult compilation of stories regarding the turning of the Millennium.

Art Director-Luxoflux Corp. Los Angeles, California. Art Direction for Activision's Vigilante 8, and its sequel Vigilante 8-Second Offense; retro-70's vehicular combat games for the Sony Playstation, Nintendo64, and Sega Dreamcast. This includes object modelling, texturing, environment definition, and determining the overall vibe and look of the game. Worked closely with the designer laying out arenas and gameplay, the engineer for custom features, and outside contractors for cinematics and storyboards. The art was highly rated for these games, certain reviews claiming the best graphics ever on both Playstation and Nintendo64, as well as one reviewer stating, "Kick @$$ graphics! The cars look pimp and the stages are SWEET!".

CG Artist-Cyan Inc. Spokane, Washington. CG Artist on Cyan's heavily anticipated sequel to Myst: Riven. This included object modelling, texturing, integration within the super-scenes, and animating. All work required to meet both the strict aesthetic vision of the designers and the low geometry requirements of very large scenes.

Digital Artist-Corbis Corporation. Seattle, Washington. Independently contracted to execute the main interface screen and gallery for the Corbis Leonardo daVinci CD-ROM. They consisted of a highly organic and painterly 3d rendered landscape and a recreation of a Leonardo rotunda design, both of which needed to strike a balance between dramatic composition and very strict interface requirements. Winner of a Communication Arts' Interactive Design Annual 3-Information Design award.

Multimedia Programmer-Starwave Corporation. Seattle, Washington. Scene programming and design for Peter Gabriel’s EVE CD-ROM in Possum, Starwave’s own proprietary low level scripting language. This included all scene interactivity, dynamics and animation.

Digital Artist-Corbis Corporation. Seattle, Washington. Independently contracted to design graphics and interface for Corbis Corporation’s first online art gallery. Design was required to have a high degree of functionality as well as be aesthetically pleasing, fit within the overall Corbis site, yet retain it’s own identity.

Digital Artist-Starwave Corporation. Seattle, Washington. Responsible for concept to completion of one of the primary spaces in Sting’s All This Time (nominated for the Codie-Best Use of Visual Arts in Multimedia), including backgrounds, 2d and 3d animations and video compositing.

S o f t w a r e   E x p e r i e n c e

Currently I have extensive experience on PC, Mac, and UNIX platforms with software such as Alias|Wavefront Maya, Avid Softimage, discreet 3D Studio Max, Apple Shake and Pilologic ZBrush. I have production experience with many renderers in including Renderman and mental ray. I am also fully versed in standard tools such as Adobe Photoshop and Premeire.