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23618 Ridgeway 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