Thomas "Reggie" Schreiber
email

Work Experience:

Feb 2011 - July 2013 The Playforge, San Francisco, CA
  Senior Artist

Zombie Farm Battles (iOS) - create concept and final art for in-game cards.

Zombie Farm Escape (iOS) - create final art and animation for game characters and enemies.

Zombie Farm (iOS) - create concept and final art for game items, level backgrounds and UI. Design promotional materials.

Tree World (iOS) - create concept and final art for creatures and game characters. Animate assets and manage outsource animation. Design UI and promotional materials.

Eat Eat Hooray (iOS) - create concept and final art for creatures and game characters. Animate assets and manage outsource animation. Design game intro animation.

Zombie Life (iOS) - create concept and final art for game items, backgrounds and UI. Design promotional materials.

Artist duties – design and implement 2D art assets for iOS-based products, including concepts, characters, animation, environments, UI and fx. Create promotional art assets. Mentor junior staff. Help create content for all products in development.

Feb 2009 - Nov 2010 Gaia Online, San Jose, CA
  Senior Artist

Artist duties – design and implement 2D art assets for Flash-based products, including characters, animation, environments and fx. Create pixel art assets. Work on small game prototyping using game authoring software.

Oct 2006 - May 2008 Locomotive Games, Santa Clara, CA
  Senior 3D Artist

Unnanounced Title (Wii) – 3D background modeler and texturer.  Designed all UI and menu graphics.

Destroy All Humans: Big Willy Unleashed (PSP/ Wii) – Designed all UI and menu graphics for PSP and Wii versions of the game.

Ratatouille (PSP) – 3D background modeler and texturer.  Took low poly, designer-created layouts and created final game level art, including texturing and lighting.  Designed all UI and menu graphics and implemented them through in-house Flash tools.
Apr 2006 - Oct 2006 Electronic Arts, Redwood City, CA
  Lead Environment Artist

My Sims (Wii) – Environment artist, working with design and programming staff to prototype level style guides, layouts and environment object creation pipeline.
Jan 2000 - Mar 2006 Capcom, Sunnyvale, CA
  Senior 2D/3D Artist

Final Fight: Streetwise (PS2) - Effects artist, working closely with programming staff to make all in-game effects.  Interface design and implementation.  Interactive object modeling, texturing and animating.  Mini game graphics and UI.  3D modeling of initial background layouts.

Maximo: Army of Zin (PS2) - 3D background modeler, texturer and animator.  Responsible for initial level layout modeling as well as final modeling, texturing, lighting and effects.  Interface design and implementation.  Object modeling, texturing, and animating.  Worked with design staff on initial level layout and low poly modeling.  Created ending credit sequence.  Environment concept work.

Maximo: Ghosts to Glory (PS2) - 3D background modeler, texturer and animator.  Responsible for initial level layout modeling as well as final modeling, texturing, lighting and effects.  Interface design and implementation.  Character modeler, texturer and animator.  Worked closely with design staff to finalize level layouts.  Created ending credit sequence.  Environment concept work.

Specialized Skills:

Maya  - well versed in modeling, texturing and animating.
Photoshop
Painter
Illustrator
Adobe Flash
Sprite artist - enjoy making character sprites, background tiles, icons and UI.
Traditional and digital drawing and painting skills.
MS Word, MS Excel, Perforce and Visual Source Safe.
Knowledgeable in 2D/3D animation principles.
Avid gamer and game maker.


Hobbies:

Creating games in my spare time, pixel pushing, classic gaming, sculpting and cooking.

Education:

BFA in Illustration from Columbus College of Art and Design

References:

Available upon request.