Ronnie Ashlock - 3D // Technical Artist

Deer Hunter 2014 (2014)

Penguins! Escape (2013)

EverQuest: Dragons of Norrath (2005)

EverQuest: Omens of War (2004)

EverQuest: Gates of Discord (2004)

EverQuest: Lost Dungeons of Norrath (2003)

EverQuest: Legacy of Ykesha (2003)

EverQuest: Planes of Power (2002)

EverQuest: Shadows of Luclin (2001)

EverQuest: Scars of Velious (2000)

Production artist with 14 years of PC and console development experience. Skilled in all aspects of game art creation. Excellent at mastering new technology and developing production pipelines and best practices.

Artist - Contract 3D and Technical Artist - Rocket Alien - Redmond, WA - February 2015 - April 2015

Production and Technical Artist currently working in the mobile and virtual reality/augmented reality domain. Responsibilities include modeling, texturing and lighting 3D scenes. Tools used: 3ds Max, Modo, Maya, Blender, Substance Designer and Unity 3D.

Artist - Contract Modeler and Texture Artist - - Seattle, WA - August - September 2014

Brief contract working on 3D lockscreens for the Amazon Fire Phone. Responsibilities included working with layout designers to model, texture and light 3D scenes for runtime on device using a custom pipeline. Tools used: Maya, Proprietary Engine.

Artist - Contract Modeler and Texture Artist - Glu Mobile - Bellevue, WA - November 2013 - May 2014

Weapons artist tasked with modeling, UV mapping and texturing digital firearms for live updates to Deer Hunter 2014 on iOS and Android platforms. Responsibilities include working with Glu's art director to create unique, custom weapons as well as improving the quality of outsourced weapon assets. Tools used: Maya, Photoshop, Unity3D.

Artist - Contract Generalist - Wild Tangent Games - Seattle, WA - November 2012 - April 2013

Production artist filling several roles on Penguins! Escape, a web-browser-based game ported to iOS. Responsibilities included organizing and updating existing 3D models and textures as well as re-timing animations and splicing animation data to meet precise specifications as described by a remotely-based programming team. Also responsible for some look development and updating of existing shaders for rendering. Tools used: 3ds Max, Photoshop.

Artist - World Tribe Media, Inc. - Vancouver, British Columbia, Canada - June 2012 - November 2012

Environment and character artist responsible for creating 3D models and textures for CounterStory, a browser-based MMO. Duties also included evaluating new tools and trouble-shooting performance bottlenecks. Tools used: Unity 3D, Zbrush, 3dsMax, Substance Designer.

Adjunct Instructor - InternationalAcademy of Design and Technology, Tukwila, WA - May 2012 - October 2012

Course instructor for a world-building class using Maya and Unreal Developer's Kit. Topics discussed and explored in class included testing gameplay concepts via white box, modular component creation in Maya, UV mapping and strategies for texture creation, material creation and assignment, as well as implementing interactive functionality in a world using UDK's Kismet and Matinee modules. Specific lectures covered planning and organization, industry best practices as well as learning flexible and iterative production methodologies.

Founder/Senior Artist - ParadessaGames - Sammamish, WA - 2011

Created conceptual designs for characters and environments and made in-game character and weapon assets for an iOS prototype. Provided some contract weapon work for Sony Online Entertainment's PlanetSide 2. Tools used: Modo, Zbrush, Maya, Photoshop.

Artist - Sony Online Entertainment - San Diego, CA - 2000 - 2005 - Bellevue, WA - 2005 2011

3D artist specializing in hard-surface modeling, mainly modern firearms for the spy-themed first-person-shooter MMO, The Agency. Tools used: Maya, Softimage, Modo, Photoshop and Unreal Engine 3.

3D Applications: 3DSMax, Maya, Modo, Softimage, Moment of Inspiration, Zbrush, 3DCoat

2D Applications: Photoshop, SketchbookPro, ToonBoom Animate, Allegorithmic Substance Designer 3.x

Miscellaneous Applications: Topogun, UVLayout, xNormal, CrazyBump, nDO

Rigging and Animation: Maya, 3dsMax, Modo

Game Engines: Proprietary, Unreal 4, Unity 5, CryENGINE 3, idTech 4

Bachelor of Science, Art (with an emphasis in painting) - Harding University - Class of 1993