MARK GOLDSWORTHY

Digital Imagery Architect

19 years industry experience

 

 

Bungie Studios  2008-present

Principal Artist

Creative Lead Skies and Lighting

 

 

Destiny : The Taken King

 

Destiny : House of Wolves

 

Destiny : The Dark Below

 

Destiny : PS4, PS3, XboxOne, Xbox360

Lead Skybox Artist

Dynamic & full day/night skies, farscapes, non playable terrain / structures & vistas

Concept paintings and high concept visual ideas

 

 

Halo : Reach Xbox360

Sky Art - Concept, creation and implementation

non-playable terrain, vistas and animated elements

Animated cinematic matte paintings and backdrops

 

Halo : Reach | Noble Map Pack Xbox360

Sky Art - Concept, creation and implementation

non-playable terrain, vistas and animated elements

 

Halo 3 : ODST Xbox360

Sky Art - Concept, creation and implementation

non-playable terrain, vistas and animated elements

 

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Trouble Maker Studios  2007-2008

 

“Barbarella” Motion Picture -pre production

VFX Artist

Conceptual matte paintings

Pre-viz animatics and shot design

3D creature & vehicle design

 

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Midway Games Austin 2006 -2007

 

Visual Design Director : Unannounced Xbox360, & Playstation 3

Look and feel concepts

Conceptual paintings (architectural interiors / exteriors)

Pre-viz story animatics

Pre rendered gameplay mechanic research flicks

Interface and frontend concepts

 

Blacksite : Area 51

Matte paintings

 

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Digital Anvil Studio / Microsoft Game Studios 1997-2006 

 

“Lonestar” (aka Freelancer 2) Xbox 360 unreleased

Visual Director

Look and feel conceptual imagery matte paintings & flicks

Pre-viz story animatics

Pre rendered gameplay mechanic research flicks

Interface and frontend concepts

 

Ascendancy Pictures Inc : American Knight Motion Picture

Pre-viz animatics

 

Brute Force XBox

Artist

Intro & Outro pre-rendered cinematics

Frontend conceptual flicks

Terrain textures

Sky box research and creation

Marketing media

 

Brute Force : Novel cover artwork

 

Conquest Frontier Wars Windows

Outro pre-rendered cinematics & matte paintings

Modeled, textured, lit and finaled.

 

SpyKids Motion Picture

Digital Anvil Effects / Trouble Maker Studios

Pre-viz animatics

Final shot rendering, lighting and compositing.

 

Toy Story ‘Blyss’  Windows

Character animation

 

Quake 3 Arena Windows

Intro cinematic / matte paintings

Modeled, textured, lit and finaled.

 

Freelancer Windows

Intro cinematic / matte paintings

Modeled, textured, lit and finaled.

 

Wing Commander Motion Picture

Digital Anvil Effects / No Prisoners

Pre-production visual high bar research and development

Pre-viz animatics

Final shots creation, animation, lighting and compositing.

VFX – explosions, nebulas, visual FX

Matte paintings, backdrops and planets.

 

Wing Commander teaser trailer

Final shots /matte paintings

 

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Warthog Productions  1997

 

StarLancer  Windows -pre production

Intro sequence

Modeled, textured, lit and finaled.

 

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Electronic Arts  1995-1997

 

Privateer 2  Windows

Intro & Outro cinematic

Modeled, textured lit and finaled.

3D “interactive set” creation

Matte paintings

Additional story cinematics

 

Beasts and Bumpkins Windows

Intro & Outro cinematic

Modeled, textured, lit and finaled.

 

Syndicate Wars Playstation (Bullfrog)

Intro Sequence

  

 

 

 

Achievements

 

Into The Pixel 2010 Winner "Calm Waters"

 

Expose 7 (2009) "Quiescence"

  Expose 6 (2008) "Yuln Harbor"

 

D’artiste Matte Painting 2 (2008)– “Cold Currents" & "Desolate Museum

 

Expose 5 (2007) "Snow Chase"

 

Edge : The Art of Video Games Vol 1 2007 (Blacksite : Area 51 concept art)

 

CGTALK.com matte challenge first place (2007)

 

CGTALK.com EON illustration competition third place (2007)

 

Edge magazine August 1996 double page gallery spread (Privateer 2)

Electronic Arts Rising Star 1996

Electronic Arts Rookie of the year 1995

 

Software knowledge

Maya

Max

Shake

Photoshop

Vue, World Machine  & Terragen

 

 

  (512) 431 1946

 

cgi@markgoldsworthy.com