James Haywood

James Haywood

Tools Engineer

Mid-level Tools Engineer / 18 yrs

Seattle

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Tools Programmer

Destiny (2014)

Tools Programmer

Halo: Reach (2010)

Tools Programmer

Halo 3: ODST (2009)

Technical Artist

Halo 3 (2007)

Cinematic Artist

Dungeon Siege II (2005)

3D Artist

The X Files: Resist or Serve (2004)

Digital Artist

Terminator 3: Rise of the Machines (2003)

Professional game artist with additional pre-vis film experience. Years of experience with 3dsMax, Photoshop, and After Effects creating art assets, troubleshooting technical issues, and in general, getting the job done. Knowledge of MaxScript used create new tools to speed production. High poly character modeler able to create detailed models for use with normal maps. Always striving to exceed expectations and at all times to meet, and then exceed, my own high standards.
Work History
  • Tools Engineer

    Bungie

    November 2007 - Present

    Supporting content creators with custom tools and technical assistance.

  • Technical Artist

    Bungie Studios/Microsoft Game Studios

    March 2007 - November 2007

    I developed and maintained the majority of our 3dsMax tools pipeline, helping artists get their assets into the game faster and with fewer issues.

    I also created many other artist-facing tools using C#/WPF, again with the goal of enabling our content creators to iterate faster and be more productive.

  • Technical Director

    Gas Powered Games

    January 2005 - March 2007

    • Dungeon Siege 2
    • Dungeon Siege 2: Broken World
    • Supreme Commander
    Special effects, lighting, and compositing for pre-rendered cinematics. Also heavily involved in creating and evaluating new tools, troubleshooting technical issues, and improving workflow for the art team.

  • Contract Artist

    Oberon Media

    July 2004 - November 2004

    • Lemony Snicket's, A Series of Unfortunate Events
    • BeTrapped
    • Various games in developement
    Created both 3D and 2D assets to be used in their downloadable Flash games. Worked directly with the Creative and Art Directors to produce attractive and fun artwork in a short amount of time.

  • Technical Artist

    Treyarch

    April 2004 - July 2004

    • Dead Rush
    • Ultimate Spiderman
    Saved many fellow artists from yet another late-night pizza dinner by creating many time saving tools using MaxScript. These tools were a key factor in allowing the environment artists to create stunning levels while still meeting critical milestones. They included lighting tools, an auto UV mapper, collision maker, LOD creator, and numerous workflow enhancements. Also created one of the more striking in-game effects; a gigantic whirling vortex of clouds and lost souls.

  • 3D Artist

    Frantic Films

    February 2004 - April 2004

    • Superman Returns
    Worked directly with the visual effects supervisor to create pre-visualizations of many of the shots in the film that would require a large amount of CG work. With a very tight deadline, a set a story boards drawn by other artists would be quickly recreated in 3D. From there the scene would be refined by smoothing the camera moves and making them more dynamic, animating the characters, and adding particle effects and lighting.

  • Environment Artist

    Black Ops

    September 2002 - January 2004

    • T3: Rise of the Machines
    Worked with any artists having trouble with the game engine, and worked closely with programmers to develop and test new tools and functionality for the engine. Brought three complete levels to life, including modeling, texturing, lighting, collision, and particle effects. Fixed bugs and polished art in other levels. Also modeled and textured many of the first-person weapons.

  • 3D Animator

    Prolific Publishing

    September 2001 - September 2002

    • Don't Call Me Max
    Helped establish the personality of all game characters through the creation of hundreds of in-game animations, as well as the intro and outro movies. Continually refined each animation individually to achieve the perfect balance between playability, functionality, and visual appeal. Also optimized art assets, worked with the programmers, and helped out with the modeling and texturing chores.

Education
  • Fine Art

    California State University-Fullerton

    1994 - 1998
  • Cal Poly Pomona

    ? - ?