Theo Scott
Lead Technical Artist at Hothead Games- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
Topline Score
Bio
Brad Fix
I've worked with Theo for 3 years across various projects at Hothead Games. He first joined our team to drive VFX on a mobile FPS and I could tell right away Theo was going to be a valuable addition. He was able to learn the tools and excel in a short amount of time, as well as build great working relationships on the team. Theo sets himself apart as a technical artist by fostering an open dialogue across disciplines. He is able to bridge the gap between artists, designers, and programmers. By effectively communicating progress and encouraging feedback, the final result always exceeds expectations. On the technical side, Theo has also taken the initiative to dive into the engine's scripting language and continues to ask questions and learn. This is fantastic for production as it really empowers artists and himself to experiment without full-time programmer support. He has also taken the initiative to write various tools in script and Python. For example, one tool can walk script and object dependencies to identify unused art resources. These resources can then safely be purged to help optimize the game's package size. Theo has really helped raise the VFX bar on every project he's been a part of. He is an excellent communicator and helps drive collaboration, bringing game quality to the next level.
Tyler Sigman
Theo was a great addition to our art team at Z2 Vancouver. He came in as a contractor, and quickly proved his value both as a competent 3D modeler and as a stellar teammate. I appreciated Theo's work ethic, artistic ability, and his professional presence at work. It made him easy to manage while he delivered great results. I hope to have the chance to work with him again in the future.
Brad Fix
I've worked with Theo for 3 years across various projects at Hothead Games. He first joined our team to drive VFX on a mobile FPS and I could tell right away Theo was going to be a valuable addition. He was able to learn the tools and excel in a short amount of time, as well as build great working relationships on the team. Theo sets himself apart as a technical artist by fostering an open dialogue across disciplines. He is able to bridge the gap between artists, designers, and programmers. By effectively communicating progress and encouraging feedback, the final result always exceeds expectations. On the technical side, Theo has also taken the initiative to dive into the engine's scripting language and continues to ask questions and learn. This is fantastic for production as it really empowers artists and himself to experiment without full-time programmer support. He has also taken the initiative to write various tools in script and Python. For example, one tool can walk script and object dependencies to identify unused art resources. These resources can then safely be purged to help optimize the game's package size. Theo has really helped raise the VFX bar on every project he's been a part of. He is an excellent communicator and helps drive collaboration, bringing game quality to the next level.
Tyler Sigman
Theo was a great addition to our art team at Z2 Vancouver. He came in as a contractor, and quickly proved his value both as a competent 3D modeler and as a stellar teammate. I appreciated Theo's work ethic, artistic ability, and his professional presence at work. It made him easy to manage while he delivered great results. I hope to have the chance to work with him again in the future.
Brad Fix
I've worked with Theo for 3 years across various projects at Hothead Games. He first joined our team to drive VFX on a mobile FPS and I could tell right away Theo was going to be a valuable addition. He was able to learn the tools and excel in a short amount of time, as well as build great working relationships on the team. Theo sets himself apart as a technical artist by fostering an open dialogue across disciplines. He is able to bridge the gap between artists, designers, and programmers. By effectively communicating progress and encouraging feedback, the final result always exceeds expectations. On the technical side, Theo has also taken the initiative to dive into the engine's scripting language and continues to ask questions and learn. This is fantastic for production as it really empowers artists and himself to experiment without full-time programmer support. He has also taken the initiative to write various tools in script and Python. For example, one tool can walk script and object dependencies to identify unused art resources. These resources can then safely be purged to help optimize the game's package size. Theo has really helped raise the VFX bar on every project he's been a part of. He is an excellent communicator and helps drive collaboration, bringing game quality to the next level.
Tyler Sigman
Theo was a great addition to our art team at Z2 Vancouver. He came in as a contractor, and quickly proved his value both as a competent 3D modeler and as a stellar teammate. I appreciated Theo's work ethic, artistic ability, and his professional presence at work. It made him easy to manage while he delivered great results. I hope to have the chance to work with him again in the future.
Brad Fix
I've worked with Theo for 3 years across various projects at Hothead Games. He first joined our team to drive VFX on a mobile FPS and I could tell right away Theo was going to be a valuable addition. He was able to learn the tools and excel in a short amount of time, as well as build great working relationships on the team. Theo sets himself apart as a technical artist by fostering an open dialogue across disciplines. He is able to bridge the gap between artists, designers, and programmers. By effectively communicating progress and encouraging feedback, the final result always exceeds expectations. On the technical side, Theo has also taken the initiative to dive into the engine's scripting language and continues to ask questions and learn. This is fantastic for production as it really empowers artists and himself to experiment without full-time programmer support. He has also taken the initiative to write various tools in script and Python. For example, one tool can walk script and object dependencies to identify unused art resources. These resources can then safely be purged to help optimize the game's package size. Theo has really helped raise the VFX bar on every project he's been a part of. He is an excellent communicator and helps drive collaboration, bringing game quality to the next level.
Tyler Sigman
Theo was a great addition to our art team at Z2 Vancouver. He came in as a contractor, and quickly proved his value both as a competent 3D modeler and as a stellar teammate. I appreciated Theo's work ethic, artistic ability, and his professional presence at work. It made him easy to manage while he delivered great results. I hope to have the chance to work with him again in the future.
Experience
-
Hothead Games
-
Canada
-
Computer Games
-
1 - 100 Employee
-
Lead Technical Artist
-
Sep 2021 - Present
-
-
Technical Artist
-
Sep 2016 - Sep 2021
-
-
-
IUGO
-
Canada
-
Computer Games
-
1 - 100 Employee
-
Technical Artist
-
Nov 2013 - Sep 2016
-
-
-
International Committee of the Red Cross - ICRC
-
Switzerland
-
Non-profit Organizations
-
700 & Above Employee
-
Consultant
-
Dec 2013 - Jan 2014
Consulting, organizing, and producing assets for a training video regarding battlefield conduct, leveraging the Real Virtuality 3 engine. The video's purpose is to educate combatants on how to conduct ethical behaviour in war time. Consulting, organizing, and producing assets for a training video regarding battlefield conduct, leveraging the Real Virtuality 3 engine. The video's purpose is to educate combatants on how to conduct ethical behaviour in war time.
-
-
-
GREE International Entertainment, Inc.
-
United States
-
Computer Games
-
100 - 200 Employee
-
Technical Artist at GREE Canada
-
Jun 2013 - Sep 2013
-
-
-
-
3d Artist at Z2 Vancouver
-
Aug 2012 - May 2013
I was the sole car modeller / texturer for Z2 live's Nitro racing game. I was the sole car modeller / texturer for Z2 live's Nitro racing game.
-
-
-
-
Lead Artist
-
May 2009 - May 2013
Cold War Rearmed" is an informal international group of game-design professionals. We develop an unfunded, non-commercial game project in association with Bohemia Interactive. Cold War Rearmed" is an informal international group of game-design professionals. We develop an unfunded, non-commercial game project in association with Bohemia Interactive.
-
-
-
District of North Vancouver
-
Canada
-
Government Administration
-
300 - 400 Employee
-
Parks Ranger - Lead
-
May 2006 - Sep 2010
-
-
-
North Shore Neighbourhood House
-
Non-profit Organizations
-
1 - 100 Employee
-
Youth Lounge Co-Supervisor
-
2002 - 2008
-
-
Education
-
Capilano University
Certificate, 3d Animation -
Capilano College
Associate's degree, Psychology