Graden McCool
3D Artist
graden.mccool@gmail.com

   

 

Software

Engines

  • 3ds Max 9
  • Softimage|XSI 6
  • Maya 5
  • Mudbox 1.0
  • Photoshop CS2
  • Crazybump
  • Painter 9
  • Perforce
  • MS Office Suite
  • ZBrush
  • Dreamweaver
  • After Effects 7.0
  • Flash MX
  • Tortoise SVN 1.4
  • Bugzilla
  • Unreal 3.0
  • Source (Half-Life 2)
  • Quake 4
  • The Elder Scrolls (Oblivion)
  • Torque

 

Game Experience

Brothers in Arms: Hell's Highway Gearbox Software
Environment Artist (Intern)

January-March 2007

  • Modeled and textured 36 high and low polygon environmental assets
  • Static and destructible meshes
  • Created normal, diffuse, ambient occlusion and specular textures
  • Importing and testing of assets in Unreal 3
  • Integration, iteration and sharing of assets via source control

Haunted (Half-Life 2 Project)
The Guildhall
Lead Artist (faculty appointed)
Twelve person team (4 artists)

April-September 2007

  • Original concept, modeling and texturing of enemies
  • Created enemy and player character animations using XSI and 3ds Max
  • Task and schedule coordination for the art staff
  • Designed Best Practices and Style Guides for art and level design staff
  • Modeled and textured 12 high and low polygon environmental assets

The Vale Rangers (Oblivion Project ) Technical Artist
Five person team

February-March 2007

  • Rigging and weighting for two weapons and five custom armor pieces
  • Integration of eight art assets into The Elder Scrolls Engine
  • Research and testing of Havoc collision models

Masters Thesis : Efficient Environmental Pipelines for Unreal 3.0

April-September 2007

  • Created an indoor and outdoor scene in Unreal 3.0 using Robobltiz
  • Modeled and textured 36 environmental assets
  • Explained techniques for using procedural and bitmap materials to minimize texture memory

Heroes vs Villains (UT2004 project)
The Guildhall
Lead Artist
Nine person team (three artists)

June-September 2006

  • Created two weapon models, four pick-ups and two characters with animations
  • Built custom bipeds for all six characters
  • Managed all asset integration and art continuity
  • Built nine shaders in UnrealEd for UI menus and HUD art
  • Prototyped weapons, rune, and character design ideas in game prior to full production

Work Experience

Systems Connect
Savannah , GA
PC Technician/Consultant

June 2004-August 2005

  • Performed onsite and remote trouble-shooting for clients
  • Responsible for maintaining corporate networks
  • Solving connectivity issues for DSL, Cable and Dial-Up clients
  • Data recovery and backup for client and server machines

Education


The Guildhall at SMU


September 2007

  • Masters in Interactive Technology: Digital Game Development
  • Art creation specialization


Savannah College of Art and Design


December 2003

  • Bachelor of Fine Arts
  • 3D animation specialization


Achievements and Activities

Student Council, Art Creation Representative

January 2006-April 2007

  • Liaison for art students and faculty
  • Formed policies to improve student's academic experience

Texas Instruments DLP Projector Design Competition

December 2006

  • Created a gamer-centric DLP projector design
  • Awarded scholarship for a winning entry