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