23618 Ridgeway |
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Home: (949) 215-6043 |
Mission Viejo, CA 92692 |
scott@goffman.net |
Mobile: (949) 636-5833 |
Education
B. A., Film Studies. University of California, Santa Barbara. June, 1992.
Experience
Indie Game Developer - Panic Ensues Software, May 2017 - present
- Solo game developer for (mostly) mobile titles.
Lead Technical Artist - Blizzard Entertainment, July 2014 April 2017
- Lead Technical Artist on Overwatch.
In-Game Cinematics Supervisor - Blizzard Entertainment, May 2006 - July 2014
- Created Blizzard's In-Game Cinematics team.
- Led team of artists, engineers, techs, and animators in creating in-engine cut-scenes for World of Warcraft, Starcraft 2: Wings of Liberty, Diablo III, and Starcraft 2: Heart of the Swarm.
- Integrated third-party GPU renderer (Furryball) into pipeline.
- Designed and wrote asset pipeline and tools in VB.Net, C#, Python, and Maxscript.
Project Director, Technical Art - Blizzard Entertainment Console Division, April 2005 - August 2006
- Oversaw tools and tech development for Xbox/PS2 game Starcraft: Ghost (unshipped).
- Created majority of in-game character animations. Managed animation team.
- Wrote tools and pipeline for in-house next-gen (Xbox 360/PS3) engine.
Art Director and Vice President - Swingin’ Ape Studios. July 2000 - April 2005
- Founded company with two partners.
- Recruited, hired and managed art team.
- Designed and supervised art style and scheduled art production.
- Modeled and animated all characters.
- Created all cinematics using game engine.
- Responsible for all company purchasing, network infrastructure, server and desktop hardware/software support.
- Shipped Xbox/PS2/GameCube game Metal Arms – Glitch In the System.
- Developed playable demos under contract for four additional titles.
Lead 3D Artist - Midway Games. August 1996 - July 2000
- Modeled all boats, designed/modeled 50% of the tracks for coin-op arcade game Hydro Thunder.
- Designed gameplay, supervised art style, designed and built cars and tracks for the coin-op arcade game Stock Carnage (unshipped).
Lead Artist - SegaSoft. April 1996 - August 1996.
- Designed puzzle game Lose Your Marbles. (Studio closed in 1996.)
Designer/3-D Artist - Jefferson Eliot Concept Designs. April 1994 - November 1994.
- Modeled/rendered architectural scenes for a 75-acre Golden Harvest Films theme park in Singapore.
Lead Animator/Art Supervisor - Activision Studios. December 1993 - April 1996.
- Built, textured, and animated scenes for the CDROM adventure game Zork: Nemesis.Supervised production of 3-D rendered backgrounds by external art houses.
- Designed and created shell backgrounds, cinematics, posters, and box cover art for the action/strategy game Mechwarrior 2. Designed environments for interactive backgrounds and fly-through animations.
- Created environment art and animations for the CDROM adventure game Planetfall (unshipped).
- Supervised art conversion from PC to Mac for the CDROM adventure game Return to Zork.
Miscellaneous Accomplishments
2011: Nominee, Visual Effects Society Award: Outstanding Real Time Visual Effects in a Video Game
2011: Presenter, GDC Technical Artist Book Camp
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