Chad Liddell Portfolio
Chad Liddell
 Email:  csliddell@gmail.com
1005 Waters Edge Circle
Taylorsville, Ut  84123
801 560 9585

www.chadliddell.info

Chad Liddell
   
Objective To obtain employment in an organization with professional management that values focus, efficiency, excellence, and the quality of life of its employees.
   
Profile Talented 3d graphics modeler with over sixteen years experience creating 3d graphics and AAA games on time and within budget.  Diverse skill set with exceptional skill in environmental modeling, design, texturing, lighting and photography.  Highly motivated, professional, efficient, creative, technical, and understand the entire game development process.  As a Lead Modeler, teams never missed a milestone and consistently operated with focus and efficiency
   
Experience Walt Disney Company- Fall Line Studio               Salt Lake City, UT
 

  Lead Artist                                                       Q1 2006 – Present

  • Responsible for management of world art team for Prince Caspian (DS,) and entire art team for the upcoming title, Toy Story 3.  Responsibilities include pipeline development, educating and motivating modelers, assisting in design, and moderating the look and feel of art.

  • Lead designer and artist for canceled DS title, Gforce.

  • Developed and maintained all studio's world modeling tools for Maya, using MEL, with an emphasis on increasing modeler productivity. Also assisted programming team with creation of engine related tools.

  • Responsible for developing rendering pipeline, using Mental Ray, for DS artwork, Ultimate Band promotion material, and various other rendering projects.  Required setting up rendering farm, developing look and feel for renders, and ensuring rendering efficiency and quality.

  • Hardware designer.  Designed and rendered a large volume of proposed unannounced Disney branded hardware.  Currently in patent acquisition phase.

  • Responsible for acquisition of photographic resources using modern HDRI panorama technology.

   
  SCEA- Incognito Studio                                  Salt Lake City, UT

  Senior Lead Modeler                                    Q3 2003 – Present

  • Designer and co-art director for environment production Twisted Metal: Black 2 .
  • Management of a team of six to ten modelers.  Responsibilities include task management, educating modelers, directing design, and motivating team.
  • Developed environment production pipeline with an emphasis on planning, prototyping, and extensive testing of levels.
  • Maya tool designer.  Created a large set of modeling and engine tools using MEL.
  • Designed, modeled, textured, and lit six levels, including all of the key levels of the game.  Provided texturing and modeling support to all other areas of the game.
  • Modeling representative and key contributor on four-person game design team.
  • Support modeling and design teams by designing and building multiplayer levels, scripting missions, modeling terrain, and fulfilling all  technical modeling for design team on Warhawk

  Senior Modeler                                   Q2 2000 – Q3 2003

  • Designed, modeled, textured, and lit three single player levels and nearly all multiplayer levels in Twisted Metal: Black.  I was the only modeler involved in level design.
  • Designed, modeled, textured, and lit three of the nine levels, including the two largest, in Downhill Domination.
  • Modeling representative and key contributor on four-person game design team for both Twisted Metal: Black and Downhill Domination.
   
  Beyond Games                                              Salt Lake City, UT
 


  Lead Modeler
                                            Q1 1999 – Q3 2000

  • Managed a team of seven modelers for the first half of production for  Motor Mayhem.
  • Co-designed and prototyped all levels.
  • Worked closely with creative director to establish the look and feel of the game.
    Senior Modeler                                            Q4 1997 – Q1 1999
 
  • Modeled, textured, and lit fourteen levels for Redline.
  • Worked closely with art director to produce interface graphics.
  • Edited several marketing videos as well as assisted in the production of other marketing material
 
While at Beyond Games, I also worked on two cancelled games.
   
  Singletrac Entertainment Technologies                 Salt Lake City, UT


  Modeler                                                     Q1 1997 – Q4 1997

  • Modeled and textured vehicles and levels in Critical Depth and Outwars.

 
  Paragon Communications                                       Bountiful, UT

  Multimedia Artist                                        Q4 1992 – Q2 1996

  • Assisted in the production of training and advertising videos for large corporations.  Developed skills in video camera operation, linear and non-linear video editing, lighting, and other video related functions.
  • Modeled, textured, lit, and animated a large number of logo treatments and other 3d productions.
   
Technical Skills
  • Expert user of Maya, Photoshop, Premiere, Multigen Creator, Lightwave 3D, Sound Forge, After Effects, and other applications.  General skills using 3d Studio Max, Deep Paint 3d, Rhino, and many other programs.
  • Solid foundation of programming skills, particularly in C++, C, Mel, and Unix shell programming.
  • Exceptional ability in photography, video production, video editing, and animation
  • Strong background in traditional art.  Skills include drawing, sculpting, digital painting and compositing.
   
Education Undergraduate in Computer Science at the University of Utah.  Completed approximately three years
   
References Available upon request.