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Bobby K. Milly

bobbymilly@hotmail.com


Summary of Qualifications


·                    Thorough knowledge of Next-Generation Moldeing Techniques and Nuke compositing, Expert level understanding of working with scan data
         and reverse engineering process, Professional Unreal Editor 3 user.

·                    8 Published titles:  Metal of Honor Airborne- Electronic Arts, Call of Duty3, World Series of Poker- Activision, Table Tennis, Midnight Club3

         (Dub-  Edition), Midnight Club3(Remix)PSP- Rockstar San Diego, and Fear Effects1-Kronos Digital.

·                   Well understanding of console hardware limitations and have led a team of artists through a developmental cycle for Playstation 3,         

         Xbox-360, Wii, Playstation 2, PSP, and Xbox.

·                    Extensive knowledge of Maya 4-2010, Z-Brush 2-3.5 r3, Nuke Compositor, PF Track, Multi-pass Rendering process, Photoshop CS3, Cyslice, 

         Rapidform, After Effects, Illustrator, SonyVegas, and Polyworks.

·                    Unique illustration skills for a number of mediums.


Professional Experience

 

The Los Angeles Film School- Hollywood, CA.          June 2008 to Current

 

Project: Computer Animation Program                       Program Director

Hire on to create an animation program from scratch. Wrote base structure for every class, hire and trained future course director's in program. Maintain a    group of course director's internally. Help marketing and PR understand the program better and support advertisement efforts. Informing Admission's on program and what tech is being used to able to communicate that back to prospective students.

 


Electronic Arts
– Los Angeles, CA.                                    2006 to 2007 
  

 Project: LMNO (Spielberg Project)         Lead Character Modeler / Rigger

·                    Work with Steven Spielberg team in creating his vision of characters within the game.

·                    Created high-resolution character meshes for real-time mesh extractions.

·                    Reverse engineered all scanned data.


 
Project: Tiberium                                    Senior Character Modeler / Rigger


·                   
Produced high-resolution character mesh versions of the real-time meshes for normal map extraction.

·                    Constructed weapons high-resolution meshes for real-time mesh extractions.


 
Project: Metal of Honor Airborne                 Senior Character Modeler


·       
Generated the axis soldiers head mesh and textures for those characters. Consist of hi-res sculpts and texture placement through Z-Brush, real-time mesh constructed in Maya, reshaped through Z_brush, final extractions in Maya, and compiled in Photoshop.


Activision Corporation
– Santa Monica, CA.                                 2005 to 2006
   

 Project: Call of Duty3(COD3)             Scan Lead/Senior Character Modeler

·          Managed scan department for central technology group, author library of scans, and promoted awareness of the quality of scan data.

·          Assist the Call of Duty art team to help refine the quality of the look for the characters, props, and gear through the use of scan data.


 
Project:
World Series of Poker: Tournament of Champions(Left Field Productions)
             Senior Character Modeler / Central Technology Group


·       
Used the face-rig given by Left-field, set-up for production.


Rockstar / San Diego
– Carlsbad, CA.                                            2002 to 2005
   

 Project: Table Tennis -

                  Senior Artist / Rage (Rockstar Advance Game Engine)

·          Help construct character pipeline for the development on the 360, 1st360 launch title. Formulated with graphics programmer to establish shader for hair, Sub-surface scattering for skin, Ambient Occlusion maps, and detail maps.

·          Compose with Rockstar NY head quarters to create a truly next –generation experience.

Established face-rigs for all players, work with Image matrix in the UK using their facial capture tool system.


 
Project: Midnight Club 3 (Dub Edition)                             Character Modeler

·        Model and texture race starters and bikers character’s within the game.


 
Project:
Midnight Club 3(Remix Edition)                                     Senior Artist

·        Create and re-meshed assets to run within the PSP limitations. Environment’s, and props.


Kronos Digital
– Pasadena, CA.                                                      1998 to 2001 
  

 Project: Fear Effect 1                                                          Environment Artist

·          Create hi-resolution pre-rendered background (Resident Evil Style).


Gnomon3D
(School of Visual Effects)- Hollywood, CA.            2002 to present 
 

 Project: 2D43D minds                                                         Educator / Mentor


·         
Create and teach future developers the in and outs of the industry and help prep them for real world working environment. Class is an advance Photoshop CS class devoted to creating game assets and showcasing new ideology behind the next-generation movement.


Project: Character creation for games                                Educator / Mentor


·         
Create and teach future developers on how to properly create and manage next-generation asset and work flow. Helping them to think smarter.


 
Education and Honors


Gnomon3D
(School of Visual Effects) - Hollywood, CA.              1997 to 1999

·        3D Animation and Visual Effects

·         1 -20 1ststudents to enter the Gnomon facades


Highend3d magazine article (issue#3) - Hollywood, CA.            Summer 2003

·          http://www.highendmag.com/issue3.html


Gnomon3d
(School of Visual Effects) - Hollywood, CA.         Instructor profile

·          http://www.gnomon3d.com/instr/digital/bmilly/instr_bmilly.asp


Moby
(game credits) - internet                  Credit list of all games developed for.

·          http://www.mobygames.com/developer/sheet/view/developerId,83615/