Games PS2 The Matrix - Path Of NEO
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The Matrix: Path of Neo [PlayStation 2 Game]2005 - Third-Person 3D Action
Details
Platform: PlayStation 2
Release Date: November 11, 2005
UPC: 3546430118429
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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(English)Games PS2 The Matrix-path Of NEO, size: 2.1 MB |
Games PS2 The Matrix - Path Of NEO
Video review
THE MATRIX PATH OF NEO PS2 GAMEPLAY 3 BY NIKPS2
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Documents

18682 NE 63rd Way. Apt: 202 Redmond, WA 98052
Phone 949-289-9811 E-mail paulz@zimm-co.com Web www.zimm-co.com
Paul Zimmer
Summary My talents lie in animation, cinematics, realistic design ideas, and quickly learning anything. I am a breeze to get along with, take direction easily, and am always glad to help out a fellow co-worker. I am willing to relocate to anywhere Im needed.
Employment
Feb. 2007 Present
Gas Powered Games
Redmond, WA
Animator/Level Designer (Full Time) Rigged, skinned, animated, scripted, implemented, and polished all assigned animations from Max to game. Quickly implemented gameplay and bug fixes on all assigned levels. Efficiently picked up leadership responsibilities as management changed, ensuring that my department had what it needed to function with minimal speed bumps. Dec. 2006 Feb. 2007 Gas Powered Games Animator (Contract) Provided 30+ character animations for an up and coming original IP. Jan. 2005 Nov. 2006 Shiny Entertainment Cinematic Animator (Full Time) Created 1/3 of all the cut scenes in The Matrix, Path of Neo (PS2, Xbox, PC). Created all 300+ cut scenes in Warriors of Enkor for PSP (canceled before beta). Helped animate a short film for a canceled Earth Worm Jim PSP title. Was responsible for camera animation, object animation, character placement, animation scripting and gameplay scripting for all my cut scenes. Quickly became a 1-man department while on the Warriors of Enkor project and met every deadline up to its cancellation. Newport Beach, CA From Home
Education
Oct. 2001 June 2004 The Art Institute of CA-OC Bachelor of Science in Media Arts & Animation Graduated with Honors in June 2004 3.6 cumulative GPA
Santa Ana, CA
Software Experience
3d Max (Character Studio and Puppet Shop), Maya, Motion Builder, Photoshop, Illustrator, Premiere Pro, After Effects, Combustion, Flash, Sound Forge, Microsoft Word, Microsoft Excel.
References
1. 2. 3. 4.
Sean Ekanayake (ex-supervisor), Art Director at Uber Games Clayton Kauzlaric (co-worker), Creative Director at Gas Powered Games Justin Clark (co-worker), Lead Engineer at Gas Powered Games Bryan Erck (ex-coworker), Senior VFX Artist at Bioware Austin (Contact information upon request)
Mark Harwood
SUMMARY SENIOR PRODUCER with over 10 years experience in the strategic planning, development, and management of multi-million dollar interactive titles across all platforms. EXPERTISE building successful products from entertainment licenses with many multi-million unit sellers. PROVEN LEADERSHIP working with development, marketing, publishing, art and animation, voice and audio, localization, and test teams. SUCCESSFUL track record developing and executing high-value and cost-effective solutions and coaching to improve production processes and results. Experienced with most genres but with a preference for narrative-based titles. EXPERIENCE DISNEY INTERACTIVE STUDIOS Glendale, CA. 2008-Present Sr. Online Integration Producer : Toy Story 3, Spectrobes 2, TRON, Tinkerbell, Alice in Wonderland, High School Musical 3, G-Force, The Princess and the Frog, A Christmas Carol, JONAS, others. (DS/DSi) Manage/design the ongoing client development of DGamer, Disneys online community for gamers, as well as new custom content for every DS title (20+ titles in <2 years). Also manage the development of Game Style collections for DIS X360 titles and content for PS Home. Coordinate clearances and reference across multiple business units within Disney including Feature, Channel, Online, Consumer Products, etc. SHINY ENTERTAINMENT Newport Beach, CA. 2005-2008 Producer : The Matrix: Path of Neo (PS2/XB/PC), Earthworm Jim (PSP), Warriors of Enkor (PSP), The Golden Compass (X360, PS3, Wii, PS2, PSP), G.I. JOE: The Rise of COBRA (X360, PS3, Wii, PSP), Led teams in quality-driven asset production while eliminating excessive overtime. Scheduled, tracked and managed both internal and external staff. Researched and developed special projects. Successfully managed the production of 3000+ animations in <8 months and 300+ cinematic sequences in <9 months. Conceived, produced and edited two behind-the-scenes featurettes for inclusion as unlockable content. These were featured in much of the PR coverage.
DREAMCATCHER GAMES Toronto, ONT. 2004-2005 Producer: Dungeon Lords (PC), Cold War (PC, Xbox). Directed the development of products both on-site and remotely with external teams in the U.S. and Europe. Led effort to license music and obtain co-marketing deal with Century Media (US). Maintained master production & resource utilization schedules. Led developers through production cycle. Worked with developers to establish and maintain scope, visual direction, milestone schedule, budget, core functionality, content requirements, supporting documentation, and other production components. Contracted resources for additional asset creation including voiceover recording, music production, animation, manual writing etc. Reviewed and approved milestone submissions and payments. INTERSERV INTERNATIONAL INC. Irvine, CA. 2003-2004 Producer: Iron Phoenix (Xbox, Xbox Live). Remotely managed communications between Interserv's development teams based in China (Taipei and Shanghai) and publisher Sammy Studios (USA). Advised development teams on Western standards and best practices for game development; reviewed design suitability for North American / European markets.
FREELANCE Los Angeles, CA. 2001-2003 Performed consulting work for DesktopTV, an IdeaLab! company delivering streaming television channels via broadband. Developed staffing, workflow, and operational strategies for Quality Assurance department. Performed consulting work for Intellikey Labs, a multimedia, DVD, and software testing/authoring facility. Copywriter for Sony Computer Entertainment's official "PlayStation @ E3" promotional web site for E3 2003. MASS MEDIA Moorpark, CA. 2000-2001 Producer: Namco Museum (DC), Ms. Pac Man Maze Madness (DC), Madden 2002 (GBA). Managed internal teams in the day-to-day development of titles. Communicated progress to publishers. Directed the adaptation of Madden football franchise to GBA in adherence with strict EA style guides. Shipped Namco Museum on budget and one month ahead of schedule. Namco Museum was the #5 bestselling Dreamcast title for the week of 7/30/00.
NEVERSOFT ENTERTAINMENT Woodland Hills, CA. 1999 Associate Producer: Spiderman (PS1). Coordinated the 12-person development team in the production of Spiderman. Maintained all documentation including design documents, schedules, tasklists, storyboards, and scripts as well as internal project web site. MGM INTERACTIVE Santa Monica, CA. 1996-1999 Associate Producer: Tiny Tank (PS1), Virtual Ocean (PC/PS1/Online), Too Human (PS1). Completed development of Tiny Tank on time and on budget from concept to gold master. Oversaw PAL-EFIGS and Japanese localizations. Technical Lead: Ultimate James Bond (PC), Babes in Toyland (PC), All Dogs Go To Heaven Activity Center (PC). Managed 200+ external Beta Testers for projects, created bug databases, and served as technical consultant for entire division. Handled customer support for all products and reported service statistics to management. ACTIVISION STUDIOS Los Angeles, CA. 1995-1996 Compatibility Lead: MechWarrior 2 (PC), Zork: Nemesis (PC), Spycraft (PC), Shanghai: Great Moments (PC), Ghost Bear's Legacy (PC), MechWarrior 2: Mercenaries (PC), others. Created the compatibility test function within the Quality Assurance department. Solved hardware compatibility issues and coordinated compatibility testing for all projects. Trained test teams in compatibility testing techniques. CYBERDREAMS INTERACTIVE ENTERTAINMENT Calabasas, CA. 1994-1995 Lead Tester / Tech Support: Dark Seed (Sega CD), Dark Seed II (PC), I Have No Mouth And I Must Scream (PC). Handled all customer service issues, hints and technical support. Supervised other testers and configured systems. EDUCATION Gnomon School of Visual Effects, Hollywood, CA 3D Modeling with Alias Maya Boston University, College of Communication, Boston, MA - B.S. Broadcasting & Film Cornell University, Ithaca, NY Explorations in Cinema Certificate Program INTERESTS Ice hockey player. Photography. Wild animal training/ handling. Member IGDA, Producers Guild of America.
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1. Enter the Matrix Official Strategy Guide
2. The Matrix: Path of Neo
3. Enter The Matrix