
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.
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Led the art team effort for Objective Force, an unpublished military first-person shooter.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.
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.
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.
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.
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.