www.frizzank.com – Portfolio
A valued Senior 3D artist that has been in the industry since 2003. I have had 10 shipped titles with 2 AAA projects. Experience in VFX, UI/UX, level design, outsourcing, and management. Full production cycle experience working in teams as large as 120 and as small as 3. I have development experience on MMO's, FPS's, RPG's, mobile platforms, open world, 2D, and side scrollers.
The Art Institute of Dallas, Dallas Texas
Associate of Applied Arts, Computer Animation - 2003
Industry Software Experience:
3D Studio Max, Photoshop, Unity 5, UE4, Illustrator, Mudbox, 3D Coat, ZBrush, Maya, Valve Hammer Editor, and several other proprietary level editing software.
03/2015 – 09/2015 Squad, Contractor – Kerbal Space Program
Created first person views or IVA's for the 1.0 release of Kerbal Space program. Mk3 Cockpit, Crew Compartment, Mk1 Inline, Science Lab, and the Mk2 Crew Compartment.
07/2010 – 07/2015 Intific Inc, Austin, Texas
Lead Artist in charge of setting up art pipelines for projects large and small. Creating style guides, technical documentation, asset lists, assessing artists skill level and assigning appropriate tasks, mentoring Jr. artists, creating time saving tips to produce higher quality projects on time and under budget for both large and small projects. Intific is mostly a government contractor who has customers like DARPA, the U.S. Navy and the U.S. Air Force, The Bill & Melinda Gates Foundation, Google, and several others. They deal mainly in experimental software and unique hardware software interfacing devices.
08/2009 - 07/2010 General Contract Work, Austin, Texas
I stayed busy by doing work for higher graphic design work and some 3D. It wasn't great and it was for people you have never heard of and for less than you would pay someone to wash your car. It wasn't good work but it was a paycheck when the recession hit and everyone lost their job.
08/2008 - 05/2009 Stray Bullet Games, Austin, Texas
Lead Artist for Crayola Colorful Journey for Wii. Created UI, effects, environments, props, textures, menus, backgrounds and sky boxes. In charge of asset approval, outsourcing, and implementing all art assets except for characters and animation.
10/2007 - 10/2008 Midway Austin, Austin Texas
Senior Environment artist for an unannounced AAA project done in the Unreal engine. In charge of organization and scheduling for assigned districts. In charge of planning and designing pivotal areas of game play. Worked with proprietary development tools to create content for 360, PS3 and PC.
04/2005 - 10/2007 THQ/Volition, Inc, Campaign, IL.
Environment artist and interior lead for the AAA title Saints Row and Saints Row 2, in charge of organization and scheduling for all interior environments. Environment artist for Saints Row 2 for PC, 360, and PS3. Awarded most outstanding team by THQ.
11/2003 - 04/05 Ritual Ent, Inc, Dallas, Texas
Environment artist with some level designing. Vehicle and prop implementation with an understanding of scripting. In-game special effects work with particle effects. Experience with PS2, XBox, and PC development. While there I shipped “25 to Life”, and also worked on two other unreleased titles using Valve's Source engine.
03/2003 - 11/2003 Game Beavers, Inc, Dallas, Texas
Freelance and contract work. Developed game ready props and vehicles for the Torque engine.
To whom it may concern:
My name is Dave Prout and I was Frank's supervisor for a project at Midway studios Austin. As a teammate, Frank is a breath of fresh air. He brings strong vision, and is able to intuitively troubleshoot and diagnose missed opportunities in gameplay experience. As an artist, Frank is fast and good; responsive and proactive; he serves other departments well and pushes his own work out of his own pride in his work. I would love to work with Frank again."
Environment Art Lead
Midway Studios Austin
My name is Chris Claflin, Senior Artist at Volition in Champaign, IL. I worked with Frank on Saints Row 1 and Saints Row 2. I found Frank to be a very creative environment artist with a solid technical knowledge. An environment artist on a Saints Row game has to be able to create solid visual assets under pretty tight deadlines, as well as get them working in our engine and streaming system. This is a tall order, and some artists really struggle with. Frank was not only able to create the high quality assets we were looking for, but also make them work and even develop some shortcuts and tricks to make work easier for other artists.
I recommend Frank Pierce for any environment art related job he would be applying for. He would make a solid addition to your team.
Senior Environment Artist