Scott Foust
Vacaville, CA 95688 |
Home: (707) 469-8864 Cell: (707) 718-8031 |
Email: [email protected] Web: www.sfoust.net |
Tech art position, Tools development, or Game play engineer.
(I'm also very interested in edutainment and simulations.)
Extensive experience (eleven years) in developing games for Consoles and PC as a software engineer, technical artist, and animator. Experienced tools developer. Due to such a diverse background and skill set, I communicate well with engineers and art staff.
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Professional -
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Academia -
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Software
Visual Studio C++, Visual Studio C#, Maya, 3d Studio Max, PhotoShop
Experience:
SEGA Studios (Secret Level) San Francisco, CA 2007– 2010
Iron Man 2 X-Box 360, PS3 2010
Head tech artist for cinematic team
Developed key multi-camera real-time cinematic preview tool (MEL) for Maya
Consulted on development of new cinematic tool chain
Golden Axe X-Box 360, PS3 2008
Iron Man X-Box 360, PS3 2008
Tech artist for cinematic team (using highly complex cinematic tool chain)
Perpetual Entertainment San Francisco, CA 2006 – 2007
Gods and Heroes (MMO) PC (Canceled)
Supported existing in-house tools (added features and debugged)
Developed Maya plug-ins (such as a Renderware Studio DFF importer)
Developed in-house C# tools (such as XML asset file parsers and searching)
Used Renderware Author to create a striped down “stream” building utility
Stormfront Studios San Rafael, CA 1995 – 2003
Lord of the Rings PS2 EA 2002
Worked as part of a team to animate all characters in the game
(Responsible for UrukHai Melee, Orc Archer, and Elvin Warrior)
Developed specialty 3DS Max scripts to aid in the animation process
Created several animations used for “in-game cinematics” (in-game cut scenes)
Created several “in-game cinematics”
Blood Wake X-Box Microsoft 2001
Animated everything that moves (except the boats)
Specified and scheduled animation tasks
Modeled and mapped initial pass on Player characters and Boss character
Created several 3DS Max scripted specialty tools for environment team
Hot Wheels Turbo Racing PSX, N64 EA 1999
Modeled and co-designed Helix Track
Created MAX Script tools
(track placement , collision volumes and tools for PS1 conversion)
Modeled 6 of the cars used in the game.
Designed Volcano Island (level was cut due to project constraints)
NASCAR PSX, N64, PC EA Sports 1998
Modeled cars
Created victory animations
Tony La Russa Baseball 4 PC Stormfront/Maxis 1997
Modeled baseball stadiums
Star Trek: Deep Space 9 PC, Mac Viacom New Media 1996
Character Animation (including main murder sequence)
Education:
The Art Institute of California – San Francisco, CA (2003 - 2006)
Bachelor of Science, Visual and Game Programming
College of Marin – San Rafael, CA
Acting courses
American Film Institute Professional Classes – Los Angeles, CA
Lighting, camera and FX seminars