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ROSS CANGELOSI
Las Vegas, NV

cangelosi@hotmail.com /
www.rosscangelosi.com

OBJECTIVE                                                                                                             

  • To be given the opportunity to exercise my skill sets at their highest potential and work with
    professionals in a team environment.

SKILLS                                                                                                                    

  • Game Engines: Unreal Engine / Source (Valve) / Renderware / Alamo Engine (Petroglyph) /
    Unity
  • 3DS Max
  • Maya
  • Zbrush
  • Adobe Creative Cloud: Photoshop / Illustrator / After Effects / Premiere / Dreamweaver /
    Animate (Flash)
  • Python
  • MAXScript
  • MELScript
  • RayFire
  • XML

EMPLOYMENT HISTORY                                                                                       

Petroglyph Games,   Las Vegas, NV                                                      Mar. 2010 – Present
Lead Technical Artist
Grey Goo (PC), End Of Nations (PC), Battle Battalions (PC), Battle For Graxia (PC),
8-Bit Armies (PC), Unannounced IP (Mobile)

  • Rigged all animated assets in Grey Goo core game as well as the expansion.
  • Rigged and setup all physics destruction assets in Grey Goo core game as well as the
    expansion.
  • Programmed Petroglyph Tools for all studio projects using 3DS Max.
  • Directly responsible for maintaining all art production processes as well as artist setups,
    prototype asset creation, content management, naming conventions, and troubleshooting.
  • Directly managed a small team of technical / FX artists.
  • Responsible for making sure all delivered art fits within allocated memory budgets.
  • Responsible for character, vehicle, and environment asset rigging and technical setups.
  • Custom Max scripts for batch processing common tasks.
  • Provided technical support to art team, aided new artists in becoming acclimated to in-house
    requirements and tools, as well as addressing any roadblocks (crashes) allowing content creation
    to proceed efficiently.
  • Outsource manager and evaluator of deliverables from outsourced companies.
  • Directed many technical modifications to in house tools improving art workflows.
  • Support modeling, animation, and FX creation as needed.
  • Ensured that the art team has the latest tools, builds, and plug-ins.

Midway Amusement Games, LLC.,   Chicago , IL                                  Aug. 2005 – Feb. 2009
Lead Technical Artist
Gun Runner (PS3 / Xbox 360 / PC), NBA Ballers: Chosen One (PS3 / Xbox 360)

  • Directly responsible for maintaining all art production processes as well as artist setups,
    prototype asset creation, content management, naming conventions, and troubleshooting.
  • Responsible for making sure all delivered art fits within allocated memory budgets.
  • Acted as liaison to programming for production pipeline improvements and managing all
    non-programmer Perforce [source database] client accounts.
  • Setup and built lighting using next gen tech procedures for lighting using Illuminate Labs
    Beast and other third party lighting solutions.
  • Algorithm review on custom Python scripts for batch processing animation tasks usable in both
    3DS Max and Maya.
  • Rigging support for mesh-tree based assets, setup and weighting in 3DS Max.
  • Provided technical support to art team, aided new artists in becoming acclimated to in-house
    requirements and tools, as well as addressing any roadblocks (crashes) allowing content creation
    to proceed efficiently.
  • Evaluated tech deliverables from outsourced companies.
  • Created comprehensive test procedures and maps which improved turn around time for
    verification of milestone deliveries.
  • Directed many technical modifications to tools improving art workflows including a robust
    asset exporter for the Unreal Engine 3.0 utilizing the COLLADA asset exchange format.
  • Modifications to environment art, as well as crowd placements.
  • Ensured that the art team has the latest tools, builds, and plug-ins.

Technical Artist
John Woo Presents: Stranglehold (PS3 / Xbox 360 / PC), NBA Ballers: Phenom (PS2 / Xbox),
This is Vegas (PS3 / Xbox 360 / PC), Mortal Kombat vs. D.C. Universe (PS3 / Xbox 360),
TNA iMPACT! (PS3 / Xbox 360 / PS2 / Wii), Unannounced IP (PS3 / Xbox 360 / PC)

  • Gathered metrics on particle effects, characters, individual assets, and all environment
    streaming volumes.
  • Adjusted streaming volumes to increase performance and solve running out of memory errors.
  • Managed Unreal package content as well as regulated memory footprint size to prevent
    over extending space consumption during production revisions.
  • Maintained and developed custom character and vehicle viewer maps.
  • Created final cinema Kismet setups as well as placeholders used during production.
  • Tested art tool candidates and setup team playroom for reviewing builds.
  • BSP recreation of environments for investigation of poor memory performance.
  • 3D content creation for in game assets, props, NIS environments, tattoos, and vehicle textures.
  • Responsible for crowd placements, vertex lighting for environments, and correcting alpha
    sorting issues on all environments.
  • Researched block LOD tool requirements, heat map display of load times tool, and spline
    based road creation tool for open world game solutions.
  • Supported central cinematics team when additional help was needed.
  • Developed a Bink video creation pipeline to facilitate the porting of a next-gen game to
    last-gen platform.
  • Evaluated software packages for production viability such as image-based modeling
    applications.
  • Scrubbed entire asset pool creating precise collision geometry, as well as rolled over
    character assets to new code base.

PLBM Games,   Irvine , CA                                                                    Nov. 2004 – Apr. 2005
3D Artist / Freelance Designer
Circuit Patrol (Mobile)

  • Designed, modeled, and textured art assets for Danger’s Circuit Patrol for the Hiptop Java
    platform on the Sidekick cell phone.  

Troika Games, LLC.,   Irvine , CA                                                           Apr. 2004 – Nov. 2004
3D Artist / Intern
Vampire The Masquerade: Bloodlines (PC)

  • Modeled and textured art assets for Activision’s Vampire The Masquerade: Bloodlines (PC).  

Webbgroup Network Systems, LLC. ,   Greensboro , NC                      Sept. 2002 – Aug. 2005
Freelance Web Designer

  • Consultant for Flash / HTML based web-development, and graphic design.  

Broach / Kinley Advertising,   Greensboro , NC                                     Jan. 2002 – Aug. 2002
Freelance Designer / Internship

  • Freelance Flash development, logo design, and print work.  

EDUCATION                                                                                                            

University of North Carolina at Greensboro ,   Greensboro , NC                            1998 – 2002

  • BFA Design (primary) and BA Religious Studies Double Major
    • Graduated May 2002 (Magna Cum Laude), Dean’s List four consecutive years
    • Maya Tutorial and Presentation at UNCG (Alumni Festival of 2003)

Loyola University of Chicago ,   Chicago , IL                                                         2008 – 2008

  • Python Programming