SCOT BOYD
San Jose, Ca
scot.boyd.3d@gmail.com
408-493-3628
linkedin.com/in/scot-boyd-2b69503
SUMMARY
A veteran Game developer with over 25 years of video game industry experience, including 10 successfully shipped titles, including 3 AAA titles.
Expert World Builder for Gameplay and Cinematic Environments. Strong Lighting, Set Design, and Story Telling
Excellent interpersonal skills and a
y to coordinate efforts with other disciplines, such as programming and design.
SKILLS
Team Leadership • Mentoring • Interpersonal Skills • World Building • Lighting • 3D Modeling
Maya • 3DSMax • Unreal Engine • Substance Painter • Substance Designer • Photoshop
Unity Engine • Radiant Engine • Frostbite Engine
EXPERIENCE
Art Director
Daybreak Game Company -DC Universe Online
March 2024 - Present
Leading an entire art staff in creating High-Quality Assets in the DC universe and helping them expand their creative abilities and vision, all with older technologies and small-scale team sizes.
Working with Design and Production to create roadmaps
Lead Environment Artist / Cinematic Lead
Cryptic Studios -Star Trek Online
2015 - 2024 (9 Years)
Led the Environment Team in creating High-Quality Environments, helping guide the team in expanding their creative abilities, all with older technologies and small-scale team sizes.
Helping facilitate interactions and ideas with Design and Environment. Working with the Design Leads and Production to help create and assign tasks to the members of the Environment Team.
Directing the Animation Team to help create high-quality cinematic experiences using motion capture, previz videos and storyboards.
Senior Environment Artist
Electronic Arts - Battlefield Hardline
2013 - 2015 (2 years)
Created high-resolution, destructible hero assets for Single Player Epic Moments
Worked with Designers to script and trigger multiple destruction sequences
Generated asset-specific shaders to be triggered during destruction sequences
Worked as Modular Construction Lead in generating major modular architecture that would be present throughout the entirety of the game
Senior Environment Artist
Bigpoint Games - BattleStar Galactica Online
Oct 2011 - Dec 2012 (1 year 3 months)
Created high-resolution environments for MMO titles, including geometry, UV placement, texture creation, and shader manipulation.
Worked in Unity Engine to create prefabs from Maya meshes to be placed in the game.
Environment Artist
Sledgehammer Games - Call of Duty: Modern Warefare 3
Jan 2011 - Oct 2011 (10 months)
Created high-resolution environments for AAA COD title, including geometry, UV placement, texture creation, and shader manipulation.
Worked specifically on a hero moment that was showcased for the COD 2011 E3 demo.
Worked in proprietary software to create and optimize BSP models to be placed in the game.
Helped other artists in learning to build and export models using proprietary software.
Created props using Maya to be placed in the game, including LODs, texture sheets, and material properties.
Worked with FX artists and TDs to create, rig, and place destructible environment props used throughout the game.
Worked with other artists to create signature environment pieces that were used in the games, finally
Environmental Artist
Lucasfilm - Star Wars: The Force Unleashed 2
Oct 2009 - Nov 2010 (1 year 2 months)
Created high-resolution environments for AAA Star Wars title, including geometry, UV placement, texture creation, and shader manipulation.
Worked in proprietary software to create a lighting scheme for levels using real-time and differed lighting.
Worked with fellow artists and designers to create a top-quality demo to highlight TFU2 at the 2010 E3expo.
Assisted in the creation of real-time bendable and breakable objects using DMM technology to be placed throughout the worlds of TFU2
Locomotive Games
2000 - Nov 2008 (8 years)
Lead Artist on Stuntman for the Wii, Overseeing all artist, dictating style of art for game, Generating Schedules, and working on developing new technology with programmers to optimize performance on the wii.
Head Artist for developing and implementing destructible geometry for unreleased wii title.
EDUCATION
Academy of Art University
BA, Illustration
1992 - 1997