Richard Fox
Richard Fox
3D Artist | Lead Artist | Art Manager
Boston, United States

About

I am a 3D artist with 20+ years of experience in game development and over 14 as a team lead.

I was born in England but moved to Scotland at an early age where I developed a fascination for all things science fiction and fantasy. I studied illustration at art school in Dundee and then spent two years working freelance in Edinburgh.

In the mid-90's, I relocated to Maryland, USA where I began my career in game development at Bethesda Softworks, creating environment art for their Terminator titles. Three years later, Northern California beckoned where I went on to work for the likes of Universal Studios, Konami and Crystal Dynamics.

In 2002 I returned to Dundee, Scotland where I spent eight years at Realtime Worlds as lead environment artist on the hugely popular Crackdown. Not content with one move to the US, I returned again in 2011, stopping in Maryland to freelance and teach before finding my way back to Northern California. I worked at Zynga for a number of years , initially as lead artist on Farmville 2 and then taking on the role of 3D art director for the company before moving back to the east coast. I currently reside in Massachusetts with my wife and our pet Whippet, Zeppelin.

Skills

Art DirectionConcept ArtIllustration3D ModelingTexturingUV MappingLeadershipPBR TexturingProblem SolvingOutsource ManagementTeam BuildingArt ManagementAgileCoaching & MentoringBasic Rigging & Animation

Software proficiency

3ds Max
3ds Max
Illustrator
Illustrator
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
World Machine
World Machine
Jira
Jira
Shotgun
Shotgun

Experience

  • Art Manager at Demiurge Studios
    Boston, MA, United States of America
    March 2021 - Present

  • Principal 3D Artist at Vector Unit
    San Rafael, CA, United States of America
    September 2019 - March 2021

    Beach Buggy Racing 2 (iOS/Android/PC/Console)

    ● Designed and created 3D assets for popular multi-platform driving game.

    ● Provided concept art and 3D content for console version including two additional Hot Wheels licensed levels.

    ● Conceptualized and constructed console version career map with new and pre-existing 3D assets.

  • Lead Artist at Zynga
    San Francisco, CA, United States of America
    November 2016 - July 2019

    Cityville Mobile (iOS/Android unreleased)

    ● Led team of three modelers for full production cycle on updated Zynga title.

    ● Worked with art director to define the style of all environment assets and vehicles.

    ● Collaborated with lead technical artist in the creation of 3D pipeline tools, materials, and shaders.

    ● Provided asset creation guidelines to outsource vendor and frequent art direction on subsequent deliverables.

    ● Worked with engineering team to establish and maintain model and texture budgets for hundreds of 3D assets.

  • 3D Modeling Art Director at Zynga
    San Francisco, CA, United States of America
    May 2015 - November 2016

    ● Managed and directed 3D modeling team within Zynga’s centralized art department; contributing to various projects across the company including Cityville, Slots, Poker, Farmville: Country Escape and Dawn of Titans.

    ● Liaised with internal and external game teams to provide leadership, direction, 3D modeling and texturing expertise.

    ● Collaborated with other department directors to build and nurture Zynga’s art community, develop mentorship program, and offer mentoring and career path management to individual 3D artists.

  • Lead Environment Artist at Zynga
    San Francisco, CA, United States of America
    December 2013 - May 2015

    Farmville 2 (Web)

    ● Assumed lead role within established team of five 3D environment artists on popular social game.

    ● Worked closely with design, concept, animation, UI/UX and production teams to ensure smooth, continuous production and delivery of environment assets.

    ● Planned and coordinated transfer of environment art creation processes, pipelines, and documentation to studio in India.

  • Adjunct Lecturer at University of Baltimore
    Baltimore, MD, United States of America
    May 2012 - May 2013

    ● Instructed beginner and intermediate undergraduate courses in 3D modeling, texturing and animation for Simulation and Game Design program.

  • 3D Artist | Concept Artist at Freelance
    Gaithersburg, MD, United States of America
    August 2011 - December 2013

    ● Generated 2D and 3D art assets for Maryland-based mobile and PC start-up companies.

    ● Provided concept art for Abe’s Oddysee: New N’ Tasty (PS3, PS4, Wii U, PC, Mac) developed by Just Add Water in UK.

  • Senior Artist at eeGeo
    Dundee, Scotland, United Kingdom
    September 2010 - July 2011

    ● Created 3D asset renders and animating 2D UI elements for exploratory Facebook games

  • Lead 3D Artist | Art Manager at Realtime Worlds
    Dundee, Scotland, United Kingdom
    April 2007 - August 2010

    Project: MyWorld (PC)

    ● Worked closely with art director in coordinating and managing all art asset production on innovative PC project.

    ● Built and tracked art schedules, planned sprints, and managed daily scrums.

    ● Liaised with all discipline leads to maintain smooth cross-team collaboration and clear communication.

    ● Collaborated in the development of environment art style and specialized shaders.

  • Lead Environment Artist at Realtime Worlds
    Dundee, Scotland, United Kingdom
    December 2002 - April 2007

    Crackdown (Xbox 360)

    ● Led a team of 13 artists through full production cycle on award-winning game and subsequent DLC package.

    ● Worked with art director to realize their vision for the environment through concept sketches and 3D prototyping.

    ● Lead responsibilities included task scheduling, asset tracking and integration, art reviews, cross-team communication and problem solving.

    ● Involved in all aspects of environment art creation including modeling, texturing, and lighting of key buildings and locations.

    ● Assisted in the creation of art asset pipeline, export processes, and shader development.

  • Senior Environment Artist at Crystal Dynamics
    Menlo Park, CA, United States of America
    July 2002 - November 2002

    Whiplash (Playstation 2, PC, Xbox)

    ● Provided concept art for interior environments and props.

  • Lead Environment Artist at Konami of America
    Redwood City, CA, United States of America
    November 1999 - June 2002

    Frogger: The Great Quest (Playstation 2)

    ● Led team of four environment artists through full development cycle on next-gen reinvention of Frogger franchise.

    ● Worked closely with art director throughout production, providing concepts for more than 100 characters and 20 levels.

    ● Personally modeled, textured, and lit three level environments.

  • Senior Environment Artist at Universal Studios Digital Arts
    San Jose, CA, United States of America
    July 1998 - October 1999

    Xena: Warrior Princess (Playstation)

    ● Worked within 3-person environment art team to design, build, texture and light seven of 21 levels.

  • Senior Artist at Bethesda Softworks
    Rockville, MD, United States of America
    November 1994 - November 1997

    Terminator: Future Shock

    Terminator: SkyNet

    Daggerfall: The Elder Scrolls II (All PC)

    ● Generated models and hand-painted textures for environments and characters on both Terminator titles.

    ● Responsible for constructing numerous town and dungeon levels for Daggerfall.

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