|Ryan VanMeter   Technical Artist|| firstname.lastname@example.org|
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|To become a long-term member of a game development team where I can apply my creativity and problem solving skills to make amazing games.|
|Artist, Big Red Button - El Segundo, CA March 2014-December 2014|
|Completed adventure game "Sonic Boom: Rise of Lyric" for Wii U.|
Created and optimized environment art. Lit environments that were using physically-based rendering. Authored tools with MEL scripts.
|Worked on unannounced demos for Xbox One and PS4|
Ported scenes from Cryengine to Unreal 4. Assisted with particle effects.
|Technical Artist, Isopod Labs - Santa Monica, CA 2007-2012|
|Completed defense game "Keep Off My Hill" for iOS.|
Authored particle effects, scripted game functionality. Modeled and textured stylistically colorful assets. Contributed animation. Worked closely with programmers, animator, and creative director to complete many general tasks within a small, efficient team.
|Worked on unannounced demos for Xbox Kinect.|
Authored particle effects, built scenes, and captured video.
|Completed racing game, “Jimmie Johnson's Anything With An Engine” for Xbox, PS3, and Wii.|
Authored particle effects and scripted game functionality. Modeled, textured, and sculpted select assets. Authored HDR reflection maps. Animated mechanical set pieces. Authored box and patch-type collision. Maintained strong communication with programmers as new tools were developed for the in-house engine.
|Worked on an unannounced unreleased flying combat game for Xbox and PS3.|
Authored particle effects, scripted game functionality. Modeled, textured, and authored destruction for various assets.
|Completed vehicular combat game, “Vigilante 8 Arcade” for XBLA.|
Modeled, textured, and authored destruction for major set pieces. Authored particle effects and scripted game functionality. Rendered skyboxes and HDR reflection maps. Populated levels. Managed interns and assisted with QA duties.
|Environment Artist, InXile Entertainment - Newport Beach, CA 2007|
|Created 3d game assets for the unreleased 360/PS3 game “Hei$t”.|
|Environment Artist, Game Wizards production team 2005-2006|
|Created 3d game assets for the Unreal 2004 mods: “Mask of Eternity” and “Monster Smash!”.|
|The Art Institute of California: Los Angeles 2004-2007|
|Graduated June 18, 2007 with a Bachelor of Science degree, Game art and Design.|