TJ STAMM www.flinthawk.com
tjstamm3@gmail.com 7070
Flight Ave. #103
310-709-3036 Los
Angeles, CA. 90045
OBJECTIVE
I am currently seeking a position where I can
join a motivated team of individuals who want to make the best games out there,
ideally contributing in the capacity of a designer, level designer, or creative
leader.
EXPERIENCE
Electronic Arts (October 2003 – October 2008) Los
Angeles, CA
Producer/Associate
Producer
LMNO (unshipped Spielberg title) (XBOX360, PC, PS3)*
·
Managed teams of cross-disciplines for the creation of
various game systems central to the game
·
Oversaw and contributed to the creation of design
documentation for both systems and levels
·
Directed and contributed to the development of some key
gameplay spaces
·
Mentored and encouraged our talented younger developers
to step up and be effective, pro-active contributors to the project
·
Filled in as an Unreal UI designer and artist, creating
UI screens, art, and custom Unreal materials
Medal of
Honor: Airborne (XBOX360, PC, PS3)
·
Produced and served as the lead designer for the
development of the front end team, consisting of 11 people, who created all of
the single player and multiplayer screens, in-game scoreboard, server list,
macro game elements such as rewards, achievements, loading screens, and
level-to-level transitions.
·
Managed an external developer of about 15 people who
were tasked with creating 40% of our initial load of levels. Influence from this work is still seen in
Airborne’s Neptune and Market Garden levels
·
Served as an advisory member of multiple groups that
assessed and tested technologies for use in building Airborne
·
Contributed to design efforts by writing design
documentation, providing feedback and ideas, and building initial prototype
levels using modular building blocks that I designed and created
Senior/Lead Campaign Artist
Medal of
Honor: Pacific Assault (PC)
·
Lead a team of 3 other artists in tackling the
beginning and end campaign sets, which were the most technically challenging sets
in the game (Pearl Harbor and Tarawa Island)
·
Took art direction and made art direction calls that
helped pull my team’s art together
·
Created and textured many props, vehicles, buildings,
and terrains
GOSUB 60 Santa
Monica, CA
2D
Artist
OP 15: Rising
Threat (J2ME, BREW), Sahara (J2ME, BREW)
·
Contracted to create 2D art, both environmental props
and animated sprites
Black Ops (December
2002 – September 2003) Santa
Monica, CA
Senior
Artist/Environment Designer
Terminator 3:
Rise of the Machines (PS2, XBOX)
·
Created levels in 3DS MAX based on initial design
documentation
·
Built and created props and textures for the levels
·
Wrote some MAXScript utilities to aid the art team in
testing for technical specifications that the environments needed to meet
Sennari
Interactive, LLC. (May 2001 – November 2002) Marina
del Rey, CA
Lead
Artist and Designer
Powerpuff
Girls: Shock of Ages (Gamecube)*, Aegis:
The Awakening (GBA)*, Driver 2
Advance (GBA), Powerpuff Girls:
Mojo-a-Gogo (GBA), NBA Basketball
and NHL Hockey games (GBA)*, SIK
Baseball and Football (GBA)
·
Boss Encounter, Mini-game, and Level Design
documentation, direction, and implementation
·
Art and design of modular building pieces for
environment creation
·
Lead designer and artist responsible for documentation
and concept art of original IP development
·
Production Artist and Lead Artist for up to 3
individuals in the creation of 2D game assets
Pipeworks
Software (April 2000 – April 2001) Eugene,
OR
Production
Artist
Raven and Rex (XBOX)*, Godzilla: Destroy All Monsters
(Gamecube)
·
Built fun environments for a co-op action game
·
Created concept art, textures, and models for large
scale environments and characters
*denotes a
title that did not ship
SKILLS
Software
·
Proficient in MS Office applications, including
Powerpoint, Excel, Visio, Word, Outlook, and Project. Experienced in Perforce, Alienbrain, and
DevTrack
·
Skilled in the use of art programs such as Photoshop, Illustrator,
3DS MAX, and Maya as well as design packages including Unreal 3 and Q3
Radiant.
·
Functional knowledge of other design packages such as
Warcraft III World Editor and the Neverwinter Nights Editor
General
Experience in
creating schedules, setting guidelines, identifying process inefficiencies,
suggesting improvements, overseeing development of game levels and systems,
running meetings, collaborating with all game development disciplines, creating
design documentation in various forms, mentoring, building fun environments with
modular buildings blocks. Have had
success in creating and pitching new IP doing both design and concept art.
EDUCATION
Digipen
Institute of Technology – (98 – 00)
Real
Time Interactive Entertainment program
Fine
Arts in Production Animation program