MARK DINSE
1829 Cardinal Ct
Wheeling, IL 60090
markdinse@netscape.net
ACCOMPLISHMENTS
- 11 Years of experience in the game industry, both as a 3d artist and level designer
- Shipped 7 games, including installments of the AAA mega-hit Descent series
- Developed games for a wide variety of platforms: PS2, GC, XBOX, and PC
- Comfortable working with designers and programmers, understanding the technical needs and communication pathways for each discipline
PROFESSIONAL EXPERIENCE
eV Interactive, LLC Arlington Heights, IL 2005-Present
Lead Artist – Currently working on an in-development racing game for XBOX and PC
- Management of the art staff, including scheduling and asset creation
- Creating ingame artwork, marketing materials, design mockups, and fire suppression
TKO Software, Inc. Santa Cruz, CA 2004
Environment Artist – Sahara XBOX, PC
- Modeled and textured real world props and desert buildings for the videogame tie-in to the movie Sahara from Paramount
- Created and implemented normal maps to add detail to models using Nvidia texture plugin for Photoshop and Granny 3d Normal casting tool
The 3do Company Redwood City, CA 2000-2003
Senior Artist – Sarge’s War GC, XBOX
- Designed, built, and textured cover objects, building add-ons, and powerups
- Worked with designers to build custom level geometry for scripted events
Senior Artist – Cubix Adventure GC
- Built and textured featured buildings and destructible structures for the environment of Bubbletown
- Worked with lead technical artist to research and standardize Renderware solutions for desired material effects
- Designed, built, and textured powerups, gameplay markers, and ingame objects
Senior Artist – BFM: Big Freakin’ Monsters PS2
- Designed, built, and textured models of 60’s style buildings for retro Los Angeles levels, and also other world assets including vehicles, power lines, etc.
- Maintained and updated models when new rendering engine features became available, such as sky reflections, night windows, etc.
Senior Artist – WDL: Thundertanks PS2
- Designed, built, and textured assets for post-apocalyptic and ancient Atlantis style arenas, also responsible for level assembly, lighting, and overall level presentation
- Designed, built, and textured shared assets including exploding objects, arena walls, powerups, etc.
Outrage Entertainment, Inc Ann Arbor, MI 1994-2000
Lead Artist – Descent 3: Mercenary PC
- Managed the art staff including scheduling, art direction, and development of new features
- Supervised and moderated brainstorming sessions for new enemies, and developed final specs
- Created assets, including texture sets, modeling and animation, level geometry
Artist / Level Designer – Descent 3 PC
- Collaborated with engineer to develop the particle effects system and was primary artist for graphical effects in the game
- Worked intensively with the programmers to design the D3 world editor and animation system
- Designed the player weapons in the game, including artwork and game balancing
- Created textures for level geometry and player HUDs, also built and textured powerups
- Designed and built levels, including texturing, lighting, and scripting
Level Designer / Artist – Descent 2: Vertigo PC
- Trained and supervised new level designers
- Edited and finalized all levels for beta candidate
- Designed and built levels, including texturing, lighting, and gameplay
Level Designer – Descent 2 PC
- Designed and built levels, including texturing, lighting, and gameplay
Level Designer – Descent PC
- Designed and built levels, including texturing, lighting and gameplay
COMPUTER SKILLS
- Maya
- 3DSMax
- Photoshop
- Alienbrain
- Renderware
EDUCATION
University of Illinois Champaign, Illinois 1994
Bachelor of the Arts
- Double Major: Fine Arts, Painting and Modern German Studies
- Received the "Outstanding Senior Tuition Waiver Award" in Painting
References Available Upon Request