Industry Analysis
REP Video &
Broadcast Media
Graphic Artist
Chicago, IL,
USA • REF8Z
REP Interactive is a full-service production
company that specializes in creating online video, broadcast media, and 3D
entertainment for corporations around the world. We are the company of choice
for Coldwell Banker, Marriott Hotels, the Los Angeles Dodgers, GE Healthcare,
and many more. Our production process has been streamlined from the ground up,
which allows us to easily film and edit projects in any location on the planet.
We’re looking for expert graphic artists who
are passionate, driven, and hardworking. Graphic artists will work
collaboratively with the marketing team to develop and maintain brand
standards, logos, and color pallets.
- Bachelor's
or associate degree in graphic design, illustration, photography, fine
art, or animation
- 3
years minimum experience with online media
- Knowledge
and experience with Adobe CS3 or higher with emphasis on Photoshop, Illustrator,
and InDesign
- Excellent
ability to communicate, collaborate, organize, and multi-task
- Ability
to work successfully with a positive attitude in a fast paced team
environment
- Must
have the ability to work flexible hours including weekends and evenings
- Basic
knowledge of NLE editing systems and Adobe After Effects
- Highly
organized work flow and knowledge of media management protocols
-
We look forward to receiving your
application! Please click on the Apply Now Link below. Please be sure to attach
a copy of your resume so that we may appropriately evaluate your credentials.
Only online applications will be accepted.
All your information will be kept
confidential according to EEO guidelines.
http://www.smartrecruiters.com/REPInteractive/1079289-graphic-artist?fp7=613&sh_aa=1&utm_source=simplyhired&utm_medium=jobclick
WMS
Artist
Job
ID #: 1560
|
Location:
Chicago, IL
|
Functional
Area: Game Development
|
Department:
00405 Game Development
|
Position
Type: Full Time Regular
|
Education
Required: Bachelors Degree
|
Experience
Required: 1 - 3 Years
|
Relocation
Provided:
|
Position Description
Job Summary:
Core artist working independently to create and
document all aspects of a game from reel symbol sets to interface layout to
fonts. Staff Artists are expected to already be well-versed in several Adobe
products, but also expected to continually learn new software skills. Staff
Artists are expected to have strong artistic abilities in drawing, rendering,
graphic design, color theory, layout, character design, and animation.
Essential Job Functions:
- Create high-caliber art, maintaining excellent
art quality in regard to character design, color theory, layout, text
treatment, and animation ability.
- Continually sharpen artistic abilities through
company training, independent learning, and learning from other team
members.
- Continually sharpen software expertise through
company training, independent learning, and learning from other team
members.
- Work closely with Senior Artists and the Lead
Artist, producing high-quality art in an iterative process.
- Display a high degree of professionalism at all
times, accepting critique from team members.
- Show efficiency in self-managing time with a
reasonable degree of accountability and minimal instruction
Other Duties and Responsibilities:
- Demonstrate excellent file structure and
organization
- Create art assets and document all art assets
created with minimal mistakes.
Position Requirements
Qualifications:
Education:
- Bachelor of Arts in art/animation
Required Experience:
- 1 year previous experience as an Associate
Artist or 1 year experience as a Staff Artist in a production
environment
Knowledge, Skills, & Abilities
- Excellent drawing and rendering abilities
- Excellent written and verbal communication
skills
- Proficient in Photoshop, Flash, After Effects
- Working knowledge of MS Office
- Working knowledge of Illustrator, Studio Max or
other 3D platform
- Ability to create art and animation for all
game aspects (screen layout, symbol sets, etc) with minimal guidance.
- Understand how to design art for various themes
and platforms
- Display a proficiency in Photoshop and a working knowledge of
After Effects and Flash.
- All applicants MUST provide the following in
the event of an interview:
- Portfolio (website or blog required for
pre-interview)
- Samples of sketch work (sketchbook or
loose-leaf)
- Layered working Photoshop, Flash, After
Effects, and Studio Max files as appropriate to the position
- Animation samples if animation is core ability
(AVI, Quicktime, or website)
- Please provide all links or DVD upon
application
WMS is a gaming company. Any of our employees may be required to obtain
a gaming license within one or all of the gaming jurisdictions that WMS
conducts business. If you are requested by WMS to obtain a gaming
license, your continued employment with WMS may be contingent on your ability
to obtain that gaming license.
This job description should not be interpreted as all-inclusive; it is
intended to identify major responsibilities and requirements of the job. The
incumbent may be requested to perform other job-related tasks and
responsibilities than those stated above. WMS encourages diversity
and is an equal opportunity employer.
|
Robert M. Houston, III
16352 Prairie Ave. South Holland
60473
Cell: 1-708-953-9438
Objective: To
acquire a position which utilizes my skills and improves them.
Education
Thornwood High School,
South Holland, Illinois 2006-2009
Stienmetz Academic
School, Chicago, Illinois 2005-2006
Jobs for
Youth, Chicago,
Illinois 2009
Westwood College, Illinois 2009-present
Experience
Labor Ready, Dolton,
IL February 2009
·
Loading and unloading trucks
Old Country
Buffet, Lansing,
IL March 2009-March
2010
·
Performed
various duties such as: washing dishes, garbage disposal, and run carts
Yard work for
a Sheriff
·
Remove
old gravel and replacing it with new gravel
·
Spray
paint separation accessory
Achievements
·
Given
an award in artwork
·
Obtaining
a High School Diploma in 2008
·
Given
an one year anniversary pin from Old Country Buffet
Volunteering
·
Service
hours for Stienmetz
Academic School
Interests/Activities
·
Drawing
blueprints for homemade crafts
·
Working
in 3dstudio max, zbrush, and photoshop
·
Sculpting
figures from household items
·
Studying
lectures
Skills
·
Basic
Microsoft
·
Reading comprehension
·
Researching
and resource skills
·
Proficient
at 3d studio max
Written Portfolio Plan
Considering the Following
(This was submitted too early
and that’s the
Since I am a beginner, my present work lacks
potential. Knowing this, I try to perfect my modeling skills while maintaining
a low polygon count. Most of my models held a tremendous amount of polygons, so
I had to box model everything with only one segment on each side. I should have
placed my work in chronological order to see the progress. So far my humanoid
characters have improved and the task of using textures has become easier. One
character that I used in my demo reel, but turned out awful, was my Bijawtron
robot model.
The top of his ski like foot was suppose to be his
jaw. In fact, his entire body is a giant mechanical mouth that is propelled by
hydro-power. At the time I was hesitant to create water. The particle systems
would have been placed on the base of the head, arms, and foot of the
character.
Further test lead me to create the Shower Bot.
This model was created not only test particle
systems, but unwrapping textures as well. He has no neck, so his head would
have been suspended by a fountain of water. His power core was suppose to
facilitate condense H2o, or heavy water. Those extensions from his
back would prevent the head from flying upwards.
I tried to come up with a
little devilish character with a height complex.
I called him “Stupid Killer” as his passion for
destroying things is taken to the extreme. He sports a shirt with his symbol
and some military pants. He also has steel-toe boots to kick the living day
lights out of somebody. The color purple was chosen for his skin color as
purple is always given to the most menacing of characters. His arm cannon
contained two particle systems, one that shoots fire and the other that shoots
bullets. I did do a 2D animation of this character shooting at targets. Because
there were so many frames to compose, the quality lacks a bit.
There were two projects that
I and my “scattered team” tried to work on. One was a video game that was
similar to Frogger but with a humanoid character. Unfortunately time was not on
my side at the time and our programmers were too busy. The character was an
epic fail. I was told to create both a character and vehicle. I lost the first
character, so that lead me back to the drawing board. But I did submit a
vehicle. This Volkswagen was made in only a few hours. I also looked up
references to make it. (Did not draw car)
Ok, because I am a little
eccentric and admire surrealism, I made a crossing between “my hand” and a
scorpion.
This symbolizes the destruction of one’s self. I went
as far as to take a photo of my hand, place it in Photoshop, and create a model
of a hand to and the photo to. Bones were also added to the model and the sting
can move far enough to hit the target. This was done to develop my skills in
unwrapping models.
Two models that I’ve been planning to add without a
doubt are these:
I'll will be working on both characters on the third week. Shellisha has no bone system yet and LAST is almost finished as far as motion is concerned. LAST's bone system is very complex required a lot of IK solvers.