Weston Reid

Character Art at Moonshot Games
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Contact Information
us****@****om
(386) 825-5501
Location
Orange County, California, United States, US

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5.0

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Glen Chang

I've worked with Weston for 3 years at an unannounced project at Blizzard Entertainment. He is an amazing Character Artist and pleasant person to work with. When it comes down to doing prototyping or nailing the art within the constraints of the game, he's got the flexibility and aptitude to deliver what is needed. He's also very technical when establishing conventions and workflows to deliver great quality while making the character art pipeline more efficient. He's defined the look of our game and we can never replace him.

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Character Art
      • Jul 2021 - Present

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Lead Character Artist - Unannounced Project
      • Aug 2018 - Jul 2021

      I’ll have more to share about my contributions when this project is announced… I’ll have more to share about my contributions when this project is announced…

  • Carbine Studios
    • Aliso Viejo, CA
    • Lead Character Artist
      • Oct 2017 - Aug 2018

      I currently collaborate with our Art Director, design team, and other art leads to prototype, iterate, and produce character art and weapon content for our unannounced title. My primary responsibilities are to develop efficient workflows and pipelines for my department to ensure quality and consistency when scaled. I also manage outsourcing when needed, provide information to production, and create assets that set quality-bar examples for the project I currently collaborate with our Art Director, design team, and other art leads to prototype, iterate, and produce character art and weapon content for our unannounced title. My primary responsibilities are to develop efficient workflows and pipelines for my department to ensure quality and consistency when scaled. I also manage outsourcing when needed, provide information to production, and create assets that set quality-bar examples for the project

    • United States
    • Computer Games
    • 300 - 400 Employee
    • Lead Character Artist - Paladins
      • Feb 2016 - Oct 2017

      I am responsible for the management of our character and weapons modeling teams for Paladins. This consists of concept artists, weapons artists, and character artists including myself. My primary tasks outside of production are to coordinate schedule with the producer and other leads, provide advice and support for the artists on my team, and creative problem-solve any unforeseen problems that will arise.

    • Senior Character Artist
      • Aug 2014 - Mar 2016

      Summary of Accomplishments:Responsible for delivering high quality character assets for the moba SMITE. Collaborate with Art Director on wide variety character archetypes including God assets as well as skins. Provide rapid prototyping for rigging and animation departments while maintaining strict triangle counts and texture sizes. Mentor junior level artists when possible and provide quality critique to co-workers.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Character Artist
      • Jun 2013 - Aug 2014

      Summary of Accomplishments: Collaborated with other character artists, riggers,and animators to create characters for Lichdom Battlemage. Managed to produce content with exceptionally challenging deadlines in an aggressive, restrictive work environment and culture. Summary of Accomplishments: Collaborated with other character artists, riggers,and animators to create characters for Lichdom Battlemage. Managed to produce content with exceptionally challenging deadlines in an aggressive, restrictive work environment and culture.

    • Character Artist
      • Jul 2010 - Jun 2013

      Summary of Accomplishments: Creation of character and environment assets for Killing Floor and Red Orchestra 2: Heroes of Stalingrad. Managed the art creation and pipeline integration of all character models, textures, animations, .upl , and notifys for the Killing Floor Summer Sideshow Event. Designed and integrated several key pre-order items for Red Orchestra 2: Heroes of Stalingrad including crossover Team Fortress 2 hats. Created assets and oversaw pipeline integration of several character assets ( Gore system, winter mesh compositing variants) as well as creation and integration of environment props Show less

    • Level Designer/ Environment Artist
      • Jul 2008 - Jul 2010

      Summary of Accomplishments: Designing engaging playable spaces ranging from large exterior to small interior for World of Darkness. Creating in game art assets beyond the blockout phase of production. Trained Level Design Team in Zbrush/Maya pipeline for the creation of Eve Online:Incarna asteroid update. Developed ground plane modular pipeline for quick creation and editing of large world spaces in World of Darkness Served as a bridge between level design and environement art to help accommodate needs of both departments in the development process for World of Darkness. Show less

  • Injoy Games
    • Boston, MA
    • Character Artist and Animator
      • Nov 2007 - Aug 2008

      I worked as concept artist, character artist, environment artist, texture artist, animator, and rigger for the casual games title " Daycare Nightmare 2" I worked as concept artist, character artist, environment artist, texture artist, animator, and rigger for the casual games title " Daycare Nightmare 2"

Education

  • Art Institute of Atlanta
    Bachelor of Arts, Media Arts
    2002 - 2006

Community

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