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Charles Jacobi

Eugene, OR    •    (323) 334 - 5875    •   chuck@chucktropolis.com

Employment History

May 2010 - Present

Senior Artist - Pipeworks Software

Responsible for creating textures, models and visual effects for environments on numerous projects within the studio. Mentor junior art team members and establish best practices for art production. Assist engineering with shader development. Conduct reviews of environment artwork coming into the studio from overseas outsource vendors.

 

May 2004 - April 2010

Senior Artist - Electronic Arts LA

Contributed as the senior-most environment artist to the studio's real-time strategy team during the development of multiple games for the Command and Conquer and Lord of the Rings franchises. Created environmental pre-visualizations, established best practices and coordinated with engineering and design regarding new features and tools for environment art during pre-production. Created environment art assets, built game levels, mentored junior artists and completed daily reviews of environment art received from overseas outsource vendors during production. Responsible for optimization and final polish of game levels during finalling.

 

September 2003 - May 2004

Senior Artist - Timegate Studios

Contributed as a senior artist to the development of Kohan 2, a real-time strategy title. Created character, faction structure and environment art assets. Mentored junior artists and helped establish production best practices for the art team.

  • Kohan 2: Kings of War

 

January 2002 - August 2003

Lead Artist - DAS Entertainment

Led the art team effort for Objective Force, an unpublished military first-person shooter. Created character, vehicle and environment assets for mutiple prototypes, including textures, models, rigging, animation and visual effects. Coordinated with the lead and tools engineers to develop a new art-to-engine pipeline for the XBox from a pre-existing simulation software package. Provided visual and technical art direction to the parent company (Dynamic Animation Systems) on simulation and visualization projects for various government agencies.

  • Objective Force (unpublished)

 

February 2001 - November 2001

Lead Artist - Artifact Entertainment

Led the character team effort for Horizons, a massively-multiplayer online role-playing game. Created textures and models for character assets as well as assisted with rigging and animation. Evaluated client-side game technologies by building prototypes with multiple licensed game engines.

  • Horizons: Empires of Istaria

 

February 1998 - December 2000

Artist / Lead Artist - Atomic Games

Created textures, pre-rendered sprites and user interface artwork for the Close Combat series of real-time strategy titles.

  • Close Combat 5: Invasion Normandy
  • Close Combat 4: Battle of the Bulge
  • Close Combat 3: The Russian Front

 

July 1994 - February 1998

Artist / Lead Artist - Digital Café

Developed graphic design and created pre-rendered images for websites, corporate presentations and commercial products. Led the art team effort and provided art direction for Chex Quest, a Doom total conversion.

  • Xan and the Cosmic Callbox
  • Chex Quest

 

Education

September 1992 - May 1994

Minneapolis College of Art and Design

Completed four semesters of coursework in Media Arts, including foundation drawing and studies, illustration, photography, film production, video production and traditional cel and computer-generated animation.

 

Software Experience

Maya, 3D Studio Max, ZBrush, Mudbox, Photoshop, Painter, Illustrator, Flash, Gamebryo, Unreal

 

You can download my resumé in Microsoft Word format by clicking here. Professional references will be made available upon request.