Alexander Dracott
Founder & Creative Director at Ironwood Studios- Claim this Profile
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Bio
Experience
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Ironwood Studios
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Computer Games
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1 - 100 Employee
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Founder & Creative Director
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Nov 2019 - Present
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Oculus VR
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United States
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Computers and Electronics Manufacturing
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400 - 500 Employee
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Lead VFX Artist
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May 2016 - Sep 2019
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Highwire Games
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United States
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Entertainment
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1 - 100 Employee
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Tech Art Director
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Oct 2014 - Apr 2016
Greater Seattle Area Working on: Golem Responsibilities include: Visual direction and content creation for VFX Lighting and Post Process Environment and Character shader development VR specific optimizations (specifically on the content creation technique side)
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Contract Art Director
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Apr 2015 - Sep 2015
Worked on multiple unannounced projects Responsibilities include: Leading a small art team of on and offsite artists in the creation of projects Worked with Creative and Design Directors to develop visual styles and targets for the projects that fit with each project's tone and content. Helped push the use and direction of technical art features in the game engine to creative powerful and unique experiences
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Sucker Punch Productions
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United States
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Computer Games
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100 - 200 Employee
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Environment Artist
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Jan 2013 - Aug 2014
Bellevue, WA Shipped: Infamous: Second Son, Infamous: First Light -Artistic responsibility for key environment systemic Enemy Territory -Modeling/Texturing/World building for missions -Visual Prototyping effects and materials -Model, Texture, and Destruction Optimization
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Sony Online Entertainment
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Computer Games
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1 - 100 Employee
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Artist 1
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Oct 2011 - Jan 2013
San Diego Shipped: Planetside 2 -Modeling and Texturing high end environment assets -Terrain sculpting and world building on large scale continents -Texture, Geometry and draw call optimization
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Liquid Development
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Computer Games
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1 - 100 Employee
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Contract FX Artist
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2011 - Oct 2011
Creating particle effects in Unreal 3 for Tribes Ascend
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Sony Online Entertainment
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Computer Games
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1 - 100 Employee
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Environment/Technical Artist Intern
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Jan 2011 - Mar 2011
During my 10 weeks at Sony Online Entertainment Seattle, I got a first hand experience working in an agile development studio. I spent my first 5 weeks working with the environment team, creating small props and learning their pipeline, then spent another 5 weeks working with the tech art team, creating tools for other artists in MEL, and improving small aspects of their pipeline.
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Education
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The Art Institutes
Bachelor of Art, Game Art and Design