Alan Blouin   
www.alanblouin.com


Objectives

 

To help create awesome games and have fun doing it.

Experience

 

 March 2010 – Present
Studio Art Director, Bigpoint Inc.
San Francisco, California

  • Supervising and orchestrating the visuals on all products being developed at Bigpoint Inc. From 2d web based games to full 3d titles running in a browser.
  • Direct art link to PR in spreading the artistic word.
  • Working with University curriculum in the arts and refocusing the student training needs.
  • Stand up presentation to conferences, art link to outside media or discussion panels.
  • Support the performance marketing team with dazzling imageries, on landing pages, banners and game web sites.
  • Supervising global studio initiative in knowledge sharing, branding and training.
  • Evaluating any outsource needs or merger opportunities.
  • Working directly with clients or licensee to attain high visuals and smoothing the creative process.
  • Focused on artists’ career progression, retention and moral.
  • Able to see the big picture on multiple titles at once.

August 2008 – Feb 2010
Art Director , Take-two Interactive
Novato, California

  • Involved in all creative and visual direction for MLB2k10.
  • Supervise a team of 12 artists with the daily visual focus and positive art critiquing.
  • Document and dictate the overall art goals and set up visual benchmarks to attain.
  • Establish an art process and address any pipeline issues to deliver the art on time and with top quality.
  • Mentor the artist skill sets and coach them thru problem solving art techniques and open their eyes to new processes.
  • Responsible of weekly one-on-one and yearly reviews /career planning with the artists which impact their salary structure.
  • Push the tech where possible and with the programming team of various levels and disciplines.
  • Listen to multiple groups’ from production to design needing art and facilitates their hopes in making sure the art well represent their features.
  • Hands on in 3d asset creations and 2d supports when possible.

June 2007- June 2008
Art Director , Radical Entertainment,
Vancouver, Canada

  • Involved in all creative and visual direction for SCARFACE2.
  • Supervise a team of 20+ artists with the daily visual focus and positive art critiquing.
  • Plan/Established and delivered the art process and visual goals.
  • Work with 3 concept artist and 3 direct lead and with multiple art outsourcing firms.
  • Involve in direct pre-employment candidate interviews and salary structures offers.
  • Establish the visual goals of the vertical slice and making sure design was well represented.
  • Weekly one-on-one with the artists and or coaching/supporting their daily efforts.
  • Being hands on with concepting and in-game post fx/lighting.

April 2006 to June 2007
Art Director , Take-two Interactive
Novato, California

  • Responsible for the visual direction for the College Hoops 2k7 and 2k8.
  • Working directly with production/marketing and code to push the visuals of this product further.
  • Plan, plot and chart art deliverables and track expectations and progress.

February 2003- to Feb 2006
Art Director, Electronic Arts Canada
Vancouver , B.C

  • Overseeing all art assets and responsible for the visual direction for MVP NCAA Baseball 2006 and for the past MVP Baseball 2005, 2004.
  • Responsible of concepting, compositing and establishing the visual targets to present to the exec staff in pre-production to get the studio buy in.
  • Giving constructive directions and approvals to the modeling, rigging, lighting, character creation department teams to ensure the highest visual qualities are obtained.
  • Bringing art suggestions and tech ideas to the engineers involved directly with the rendering of the art assets in order to push the look and tech further.
  • Directly involved with Production and Dev Directors in estimating, scheduling the art, and keeping the art teams on track.
  • Direct linked with marketing in showcasing the game art to the press.
  • Involved in employee scouting, hiring and reviews for EACanada.
  • Mentor and grow artists to elevate their careers.
  • Trained as a manager and all powerups EA offered.

September 2002-Feb 2003
Lead Artist, Electronic Arts Canada
Vancouver , B.C

  • Responsible for the quality and delivery of all in-game art assets.
  • Hands on implementation of Special Effects, lighting solutions and modeling constructions for MVP Baseball 2003.

May '98-September 2002
Lead Artist, Westwood Studios
Las Vegas , N.V.

  • Worked directly in pre-production planning to determine and address art, animation requirements and issues. Understand the game engine limitations; and leverage the engine whenever possible.
  • Trained junior and senior artists in the skills needed to execute the art path efficiently, delegated work tasks amongst artists and mentored them whenever necessary.
  • Created visually exciting digital art that defined the style guide for one or more projects, using a combination of 2D and 3D software packages.
  • Created technically sound art and contributed innovative and original ideas to the project in the areas of the game mechanics, development, modeling, texturing and concepting.
  • Coordinated and choreographed motion capture sessions to be utilized as part of the animation pipe-line for in-game integration purposes.
  • Worked on and contributed to the development of a multitude of Westwood Studios' video games such as:
  • Earth and Beyond, PC (Lead Artist)
  • Renegade, PC (Level Artist)
  • Tiberian Sun FireStorm, PC (Artist)
  • Lands of Lore 3, PC (Artist)

Feb '91-April ‘98
Cinematic Art lead , Radical Entertainment, Vancouver , B.C. Canada

  • Designed and storyboarded introductory movies for video game purposes.
  • Constructed all aspect of a 3D scenes for final rendering. Edit and composite visual effects using custom wipes, particles, shading effects, digital color processes and many others.
  • Installed and maintained licenses, software and hardware upgrade for most SGI workstations at Radical Entertainment.
  • Created art, design style guide, backgrounds, sprites and character animations for interactive videogame titles such as :
    • NHL PowerPlay ‘98. P.C. PlayStation & Sega Saturn(FMV Lead Artist)
  • -The Divide, Enemy Within, P.C. PlayStation (FMV Lead Artist)
  • -Beavis and Butt-Head, Sega Genesis (Lead Artist-Game Designer)
  • -Pele Soccer, Sega Genesis (Static screens and Background Artist)
  • -Brett Hull Hockey, Super Nintendo Entertainment System (Artist)
  • -The Terminator, Nintendo Entertainment System (Lead Artist)

Education

 

•  March 05, 1994 .
Vancouver Film School , Certificate in Make-up Special Effects, Level 2.
•  December 10, 1993 .
Vancouver Film School , Certificate in Make-up Special Effects, Level 1.
•  December 10, 1993 .
Vancouver Film School , Certificate of Classical Animation Art and Techniques,
•  August 30, 1991 .
Capilano College , Diplomat of Animation Layout and Production,
•  July 15, 1990 .
Vancouver Film School , Certificate in Computer Graphic Animation and Extended Computer Graphic Animation,
•  January 5, 1990 .
Emily Carr College of Art and Design, Certificate of Art Foundation.

Awards received

 

  • Multiple game magazine positive reviews and mentions of my art as a collective effort found across the Internet.
  • Best intro movie of 1996 for the Divide Enemy Within, by Electric Playground.

Insight: