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928 WRIGHT AVE #106, MOUNTAIN VIEW, CA DCABUCO@GMAIL.COM www.SpectralJin.com

DANIEL CABUCO

OBJECTIVE I am an Artist and Art Director looking for an exciting project that is fun, creative, and exciting. I want to work with a great team, where I can contribute all of my artistic talent and managerial guidance to produce games with a high level of quality, style, and aesthetics. QUALIFICATIONS Over twelve years experience in the gaming industry, creating game art and cinematics, and supervising teams Big picture perspective. Keen ability to determine feasibility of pipelines, asset allocation, assurance of art quality, while maintaining strong communication with design and programming Strong attention to details. Being experienced with many art processes, I can help facilitate creation of pipelines for both current and next generation platforms Creative and flexible with emerging technologies. I look for new ways to use features of game engines to produce exciting results in the most efficient way possible Experienced with the game creation process. I have facilitated getting the most out of preproduction, mitigating risk during primary creation, and rolled up my sleeves to squeeze as much quality into the final crunch as possible High level of proficiency in Photoshop, Painter, 3D Studio Max and Maya. I quickly learn game engines and help programming to create necessary features into game engines and tools Experienced Concept Artist, Modeler, Texture, Storyboard, and FX Artist. I have the vision for what needs to be done, and work collaboratively to realize that vision Broad game production experience across platforms - PC, PS2, Xbox, and Xbox360 PROFESSIONAL EXPERIENCES LIQUID ENTERTAINMENT 2007-Present Pasadena, CA Studio Art Director Established the look and feel of Rise of the Argonauts a next gen title for the PC, Xbox360, and PS3. Guide team of artists and animators on every aspect of art creation. Provide artistic feedback, paint overs, storyboard guidance, UI design, and mentorship to team members. Reviewed art for consistency, style, and quality. Managed team schedule, personnel reviews, and outsourcing. Recruited artists, assessed technology, and gave feedback to programmers regarding tool creation. CRYSTAL DYNAMICS 1998-1999, 2001-present Menlo Park, CA Company Illustrator - Create high resolution models and images for marketing use. Created primary marketing images for Tomb Raider: Legend and Tomb Raider: Anniversary Edition. Manage team of character artists Tomb Raider: Legend - Lead Character Artist - Created Xbox360 High resolution Lara Croft, which included 33 different costume versions. Art directed character team, working closely with producers to schedule time and mitigate risks. Finished the project on schedule and shipped the Xbox360 version early, so that the release coincided with the PS2 date. This was a first for the companys history. Additionally, created creature designs, storyboards, and the waterfall vista for the game. Created all Xbox Live art assets
Legacy of Kain: Defiance - Art Director - Created characters for the Soul Reaver series of games. Set strong goals in pre-production utilizing modular environment construction, supervised content creation at all levels, reviewed art for style and quality, helped create schedules, and worked closely with all disciplines to release Defiance 2 weeks ahead of scheduled release date Legacy of Kain: Soul Reaver 2 - Art Director/Lead Artist - Supervised asset creation for artists, and set up style guide. Worked to personally fill gaps in production pipeline due to personnel shortage. Collaborated with programmers to develop new tools, implementation chains and special effects. Transitioned from Lead Artist to Art Director during this time Legacy of Kain: Soul Reaver - Lead Character Artist - Created the primary characters from concept to model on PS1. Created environment textures for 25% of the game. Developed UI and animated morphing faces by hand. Developed major symbols and themes in the game, which were carried throughout the entire series THE COLLECTIVE 1999-2000 Laguna Beach, CA

Buffy the Vampire Slayer - Lead Character Artist - Supervised style, concept, and asset creation for this Xbox/PC title. Worked with the lead designer to help create the fighting combinations used in the game. Co-supervised the Motion Capture session, working with the stunt talent to get the most out of each session. Modeled, painted and textured Buffy and various demons. Created schedules for the team of artists NOVALOGIC 3D Artist F22-Lightning II Created terrain art using mix of 3dstudio and proprietary tools. Created enemy jets and many target models. Pushed new techniques for the studio, including tile-based terrain system. This game was the best selling flight simulation in 1996 Delta Force Designed, modeled, painted, and animated human characters. Responsible for every aspect of the process from visual conception to final animation, with some rudimentary programming involved Comanche 2 and 3 Created various vehicles and terrain for the voxel engine Armored Fist 2 Created various tanks and terrain for the voxel engine TEKNOCREST Studio Art Director Created look and style for start up company, establishing competitive positioning in the market Chose software and hardware the art staff would need Managed art staff for Nintendo and Sega projects. Worked with Japanese translation staff to help convert assets for Lufia EDUCATION Art Center College of Design Major in Illustration Pasadena, CA 1994- 1995 Monterey Park, CA 1995-1998 Calabasas, CA
INTERESTS Japanese Animation, Video Games (PS2, Xbox, PC, PSP), Jeet Kune Do, Mixed Martial Arts, Drawing, Painting, Sci-Fi and Fantasy Novels, Paintball

 

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