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CHRISTOPHER RYAN BUTTS

Email: ryanbutts@ryanbutts.com

OBJECTIVES

Join a first tier game company, where I can apply my proven skills in design, texturing, and modeling.

EDUCATION

California College of Arts and Crafts [1 quarter, Summer] – Oakland, CA.
Modesto Junior College [1yr] – Modesto, CA.
Thomas Downey High School [4yrs] – Modesto, CA.

EMPLOYMENT HISTORY

Raven Software, Senior Artist 2007 –
Cryptic Studios, Character Artist 2004 –
2006
Pandemic Studios, 2d/3d Artist 2003 – 2004
Sunstorm Interactive, 2d/3d Artist 1998 – 2003
Barnes and Noble, Supervisor 1997 – 1998
Compass Maps, Art Assistant 1996 – 1997

EXPERIENCE

3 years Graphic Design – Downey Graphics
1 year Graphic Technology – MJC Graphics
12 years 3d Low Poly modeling/skinning (hobby and professional)

6 years 3d High Poly modeling (hobby and professional)
Art Soft. Exp – Adobe PhotoShop 2.0 - CS 5
3D Soft. Exp. – AutoDesk Maya 2009 - 2011, Softimage|XSI 2.03 - 3.5, 3DSMAX 2.5 - 2011, Mudbox 1.0, Zbrush 3.5 - 4.0, Topogun 1.0

Developed and published 17 software titles since 1998:

Call of Duty: Modern Warfare 3, 2011 (continuing) –
Worked as Asset Lead for this project. Supported Infinity Ward and Sledgehammer Games with development of prop and vehicle content for the game's initial release and subsequent DLC packs. Developed prototype and character content in production phase of the project. Managed a team comprised of highly skilled Asset and Character Artists to develop content shared across multiple studios. Personally modeled and textured the licensed Jeep featured in the title and was directly involved with the Licensing/Marketing approval process.

Call of Duty: BlackOps, 2010 (continuing) –
Worked as a Character Artist and supported Treyarch with development of Zombie content for the game's initial release and subsequent DLC packs. Developed key prototype and character content in production phase of the project. Managed team comprised of Asset and Character Artists to develop content driven by Treyarch's in-house art staff.

Singularity, 2010 –
Worked as a Lead Character Artist for this original IP. Helped to establish visual style for characters, including MP specific assets. Developed key prototype and final character content in production phase of the project. Created concepts for weapons and provided feedback for artists developing characters content.

X-Men Origins: Wolverine, 2009 –
Worked as the Lead Character Artist for the X-men spin-off film. Helped to establish visual style for characters. Developed key prototype assets in preproduction phase of the project. Developed a multitude of final assets for full production and managed several artists.

Marvel Universe Online (working title), 2006 –
Worked as the Lead Character Artist for new Marvel/Microsoft MMO. Helped to establish visual style for characters as well as environment. Developed key prototype assets in preproduction phase of the project.

City of Villains, 2005 –
Worked as Lead Character Artist for MMO sequel to City of Heroes. Modeled and textured hundreds of swappable player costume pieces and several of the key enemy groups and NPCs found throughout the title. Was one of 3 CoV artists nominated for Best Character Design at the 6th annual Game Developers Choice Awards.

City of Heroes, Expansions / Updates 2005 –
Created costume assets and characters for regular Issues/Expansion Updates

Mercenaries 2004 –
Acted as sole character artist for the project. Modeled and textured over 70 characters and 15 weapons. Average creation time per character was 3 days, this included both the mesh and texture set.

Final Score, 2002 – (proof of concept / prototype development, unpublished)
Lead Artist, Co-Producer, Game Designer. Modeled main characters, designed in-game HUD interface, co-wrote initial game design document, designed and developed art assets for product website

Duke Nukem: Manhattan Project, 2002 –
Lead Artist, designed and modeled creatures, weapons, and world objects. Textured player, creatures, weapons, and world objects

Deadly Dozen, 2001 –
contract work for N- Fusion Interactive (www.n-fusion.com)
modeled player, enemies, misc. clean up work on enemy skins

Feed’n Chloe, 2000 –
modeled all creatures, weapons, and world items. Textured creatures and weapons

911 Fire Rescue, 2000 –
modeled weapons and world objects

Deer Hunter 4, 2000 –
modeled and textured various world models, created 2 maps

High Impact Paintball, 1999 –
modeled players, weapons, and world objects

Deer Hunter 3, 1999 –
modeled, textured, and animated the world models, weapons, and players

Bird Hunter: Upland Edition, 1998-1999 –
modeled, textured all world and weapon models

Deer Hunter 2, 1998 –
modeled and textured world models, created and converted textures

Bird Hunter: Waterfowl Edition, 1998 –
created all menu screens, misc. artwork


ACCOMPLISHMENTS

Freehand artwork published by Mystic Eye Games, (www.mysticeyegames.com, pen and paper D&D)
Character model renders published in Spin Magazine (April 2000)
Artwork published on front cover of the Stockton, CA. map by Compass Maps Inc. 1996
Artwork published in WASC Accreditation book
Nominated for Best Character Design at the 6th annual Game Developers Choice Awards ceremony.(www.gamechoiceawards.com/archive/gdca_6th.htm)

contact: ryanbutts@ryanbutts.com

This site and all images contained herein are the sole property of Ryan Butts © 2000
and may not be copied, reproduced or re-broadcasted without the expressed
witten permission of the author.