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Kevin Deadrick             Email   contact@kevindeadrick.com             Phone   +1 (425) 482-1730
Profile

An experienced Production Artist and Designer with 25+ yearsof experience in the gaming industry, I've held pivotal roles in the development of AAA+ titles. My expertise crosses Level Design, Environmental Art, Special FX, and Technical Art. I have shipped 11 games, with 3 as a lead or manager, accumulating 15+ years in senior or management positions.

 

My goal is to craft immersive 3D environments and assets that tell a compelling story and deliver innovative gameplay experiences. I focus on being a force multiplier in collaboration with top-tier talent to push the boundaries of visual storytelling and gameplay mechanics in the video game industry.


Skills
  • Procedural Content Creation
  • High polygon 3D modeling and sculpting (Hard Surface and Organic \ Environmental)
  • Next Gen material and shader creation
  • Game Asset pipeline design and optimization
  • Modular asset design and construction

Experience

Principal Techincal Artist

Monolith Productions (WB Games)

February 2009 - Present

  • Leading the technical artist team in a hands-on capacity to develop Houdini Digital Asset creation and procedural instancing tools, directly contributing to ongoing enhancements in workflow efficiency.
  • Guiding the design and implementation of core procedural tools pipelines, elevating the art production process, and shortening iteration times and expanding content creation exponentially.
  • Developing advanced art production tools using Python, Mel, Maxscript, Vex, and C#, resulting in a 10x increase in scope and amount of game content produced with existing art team(s).
  • Leading the design and support of destruction system tools and pipelines, and provided the setup and optimization of dynamic simulations, playing a key role in elevating the dynamic gameplay experience and visual FX quality.
  • Enhancing terrain design and pipeline processes, focusing on high-quality content and efficient tool creation for large-scale landscapes, significantly boosting production speed and quality.
  • Developing and scripting single-player, open-world missions, including setting up AI and gameplay event systems, for both procedural and story-driven missions, contributing to engaging and dynamic gameplay experiences.

Lead Environment Artist

Monolith Productions (WB Games)

October 2004 - February 2009

  • Department project planning, risk assessment and mitigation, schedule organization, resource balancing and documentation
  • Collaborate with department leads to establish schedule and drive environment art production
  • Artist hire, mentor and development, training and performance reviews
  • Establish and maintain environment art production pipeline and tools
  • Day to Day leadership of environment art team, tasking and tracking, work flow direction, asset review and approvals
  • Developed and managed relationships and review process with multiple outsourcing vendors

Senior Environment Artist

Monolith Productions (WB Games)

November 2003 - October 2004

  • Create high detail objects and LODs based on concepts or reference
  • Model high polygon source meshes and sculpts (hard surface and organic)
  • (Hard Surface) Object and vehicle rigging and animation
  • Environment lighting
  • Design, layout, and model of 3D Environments
  • Next Gen material and shader creation
  • Modular asset design and construction
  • Evaluate, optimize, and maintain performance on multiple platforms
  • Environment FX and motion graphics

Lead Level Designer

Monolith Productions

April 2002 - November 2003

  • Managed Design Department: Oversaw project planning, risk management, resource allocation, and supported comprehensive design documentation to ensure project milestones were met on time and within budget.
  • Developed Level Design Team: Recruited, mentored, and trained designers. Conducted performance evaluations and fostered a culture of continuous improvement.
  • Optimized production processes: Established and Optimized design production pipelines and workflow tools for enhanced efficiency and quality of design output.
  • Directed Daily Operations: Provided leadership in daily management, task assignment, workflow optimization, and content review to align with creative vision and production goals.
  • Crafted Level Narratives: Produced detailed design documents, integrating storylines into gameplay.
  • Collaborated with Department Leads to synchronize production schedules and set clear goals for level design, ensuring a cohesive development process.

Level Designer

Monolith Productions

February 2000 - April 2002

  • Conceptualized and Documented level designs: Focused on game mechanics, narrative integration, and overall level architecture, ensuring alignment with game vision.
  • Constructed Grey Box: Defined level flow, player experience and layout efficiency using 3D Studio Max, Maya, and Internal World Builder(s).
  • Optimized Level Performance: refined Visibility and Binary Space Partitioning (BSP).
  • Wrote and Implemented Level Scripting for core gameplay events.
  • Designed AI Behavior for combat scenarios: Scripted interactions that would challenge and engage players.
  • Authored Comprehensive Documentation: Including concept outlines, design briefs, development plans, and detailed asset lists for production.
  • Collaborated with Environment Artists: Maintained artistic integrity and design coherence across levels, ensuring environments met both aesthetic and functional design goals.
  • Developed Multiplayer Maps for PC Shooters: Balanced competitive play with level design principles to foster engaging gameplay dynamics.

Lead Level Designer

The Collective Studios

1996 - 2002

  • Managed Design Department: Oversaw project planning, risk management, resource allocation, and supported comprehensive design documentation to ensure project milestones were met on time and within budget.
  • Developed Level Design Team: Recruited, mentored, and trained designers. Conducted performance evaluations and fostered a culture of continuous improvement.
  • Optimized production processes: Established and Optimized design production pipelines and workflow tools for enhanced efficiency and quality of design output.
  • Directed Daily Operations: Provided leadership in daily management, task assignment, workflow optimization, and content review to align with creative vision and production goals.
  • Crafted Level Narratives: Produced detailed design documents, integrating storylines into gameplay.
  • Content Development: Created 3D environments and developed gameplay for 3rd Person Action / Adventure game(s)
  • Collaborated with Department Leads to synchronize production schedules and set clear goals for level design, ensuring a cohesive development process.

Level Designer

Big Grub Entertainment

1995 - 1996

  • Design and Develop Modular 2D Art Sets.
  • Level layout design and implementation.
  • Script AI, missions, and interactive events.


Education

Bachelor of Fine Art - [Studio Arts]

University of Southern California

1991 - 1996

Achievements

  • Awarded the Yvonne Kramer Scholarship 1993 - 1995
  • Group Exhibition, Fisher Museum of Art - Undergraduate Exhibition 1993

Related Experience

Course Instructor

ITT Technical Institute, Tukwila, WA

2004 - 2005

  • Developed and delivered comprehensive courses in Animation, Game Development Theory, 3D Modeling & Texturing, and Level Design to align with program goals and enhance student skills in game design software and game engine technologies.
  • Managed student progress by ensuring all course goals were met, using student assessment tools and feedback mechanisms to track and improve learning outcomes.
  • Adapted teaching methods to accommodate diverse learning styles, incorporating interactive multimedia, direct projects, and peer collaboration to foster an engaging educational experience in a technology-focused curriculum.

Software
  • Core Software
  • Houdini FX
  • Modeling : Autodesk Maya , Autodesk 3DSMax
  • Sculpting : Pixologic Zbrush ,Autodesk Mudbox
  • 2D : Adobe Photoshop CC
  • Other Software
  • Mari
  • Speedtree
  • Adobe After Effects
  • Adobe Premier
  • Adobe Lightbox
  • Adobe Illustrator
  • Topogun
  • nDo2 and dDo
  • Crazybump
  • Marmoset Toolbag
  • Meshlab
  • Substance Designer
  • Substance Painter
  • World Machine
  • Engine Software
  • UDK
  • Unity
  • Scripting Languages
  • Python
  • Vex
  • C#
  • Javascript - Unity
  • HLSL
  • Mel
  • Maxscript
  • HTML and CSS -