Malcolm Burke
Senior Artist
Manchester, United KingdomLet me introduce myself. I am a 3D artist based in Greater Manchester.
I have been working in the games industry now for over 16 years and I have
worked on a wide range games. I have been able to work with number of different art styles and continue to develop a good technical understanding of the game development process.
I am currently taking this further in my own time by working on my own title Herman's maze where I am undertaking all aspects of development including the code side.
I have been working in the games industry now for over 16 years and I have
worked on a wide range games. I have been able to work with number of different art styles and continue to develop a good technical understanding of the game development process.
I am currently taking this further in my own time by working on my own title Herman's maze where I am undertaking all aspects of development including the code side.
Work Experience
Fabrik Games
Senior contract artist
Filthy Lucre - PS4
I worked across a number of areas on this project including props, UI, HUD and particles on top of this I touched on a little lighting and various technical tasks.
I worked across a number of areas on this project including props, UI, HUD and particles on top of this I touched on a little lighting and various technical tasks.
March 2015
-
United Kingdom
Fierce Kaiju
Contract artist
Viral - Samsung Gear VR
Environment modeler on multiple levels
Environment modeler on multiple levels
August 2014
- September 2014
United Kingdom
Cosgrove Hall Fitzpatrick Entertainment
Contract artist
Doing 3d character concepts for a pitch for a show called Horatio genius for hire. taking the 2d designs for the shows leads to a 3d model
March 2014
- April 2014
United Kingdom
The Blast Furnace Activision
Contract artist
Pitfall Krave
Project under NDA
Project under NDA
June 2013
- Present
Leeds, United Kingdom
Flipbook Studios
contract artist
I did some artwork for a Samsung Olympics 2012 app and a model of the Crosby Garret helmet for Britain's secret treasures
April 2012
- May 2012
Manchester, United Kingdom
We'll Fix It In Post Productions
Creature Artist
2010 – James Vs Reality – indie film
(Creature artist I helped out on this movie in my spare time creating the creature for it. I was responsible for the modelling, sculpting, texturing and vray materials on this creature)
(Creature artist I helped out on this movie in my spare time creating the creature for it. I was responsible for the modelling, sculpting, texturing and vray materials on this creature)
May 2010
- October 2010
Portland, Oregon, United States
Gameloft Montreal
3D Artist
2010 – Modern combat 2 Black Pegasus – iphone, ipad
(Environment artist working on the oilrig and assault on the Embassy levels creating level meshes, props, collision and lighting)
2009 – Skater nation - iphone
(Environment artist building various assets and levels as well as working with the programmers to set up the art pipeline for this project)
(Environment artist working on the oilrig and assault on the Embassy levels creating level meshes, props, collision and lighting)
2009 – Skater nation - iphone
(Environment artist building various assets and levels as well as working with the programmers to set up the art pipeline for this project)
October 2008
- October 2010
Montreal, Quebec, Canada
Blitz Games
3D Artist
2008 –Tak and the Guardians of gross – Wii, PS2
(Environment artist – Building environments and props based on concept art, Texturing assets within the art style, Lighting environments, collision creation and tagging)
2007 - Karaoke Revolution American Idol Encore –XBOX360, PS3, Wii
(Character Artist – modelling clothing in Maya, creating textures, normal maps and specular maps, sculpting high res assets in Zbrush3, Mesh optimising and skinning)
2007 - SpongeBob SquarePants Atlantis SquarePantis – PS2, Wii
(Environment and Character artist – Creating environments and characters based on concept art in Maya, texturing within art style, mesh optimising, lighting, collision building and tagging, modelling and texturing the front end map)
2006 - Karaoke Revolution American Idol - PS2
(Environment and Prop artist – Optimising level geometry, modelling and texturing trophies in 3ds max, amending, optimising character hair to work with clothing)
2006 -Sponge Bob Square Pants Creature from the Krusty Krab -Wii, GC, PS2
(Environment artist – Building environments based on concepts, texturing levels within the art style, creating props for the levels, lighting levels, optimising meshes, building collision meshes)
2005 - Reservoir Dogs – XBOX, PC, PS2
(Environment artist – Building levels and assets for the driving missions, texturing assets, placing meshes within the world editor, collision building and tagging and lighting)
2005 - Pacman world 3 – XBOX, PC, PS2, PSP, GC
(Environment artist – Modelling environments and props based on concept art, texturing assets from pre existing texture sets, Mesh optimisation, Collision building, level optimisation for PSP, Texture optimisation for PSP)
(Environment artist – Building environments and props based on concept art, Texturing assets within the art style, Lighting environments, collision creation and tagging)
2007 - Karaoke Revolution American Idol Encore –XBOX360, PS3, Wii
(Character Artist – modelling clothing in Maya, creating textures, normal maps and specular maps, sculpting high res assets in Zbrush3, Mesh optimising and skinning)
2007 - SpongeBob SquarePants Atlantis SquarePantis – PS2, Wii
(Environment and Character artist – Creating environments and characters based on concept art in Maya, texturing within art style, mesh optimising, lighting, collision building and tagging, modelling and texturing the front end map)
2006 - Karaoke Revolution American Idol - PS2
(Environment and Prop artist – Optimising level geometry, modelling and texturing trophies in 3ds max, amending, optimising character hair to work with clothing)
2006 -Sponge Bob Square Pants Creature from the Krusty Krab -Wii, GC, PS2
(Environment artist – Building environments based on concepts, texturing levels within the art style, creating props for the levels, lighting levels, optimising meshes, building collision meshes)
2005 - Reservoir Dogs – XBOX, PC, PS2
(Environment artist – Building levels and assets for the driving missions, texturing assets, placing meshes within the world editor, collision building and tagging and lighting)
2005 - Pacman world 3 – XBOX, PC, PS2, PSP, GC
(Environment artist – Modelling environments and props based on concept art, texturing assets from pre existing texture sets, Mesh optimisation, Collision building, level optimisation for PSP, Texture optimisation for PSP)
May 2005
- July 2008
Leamington Spa, United Kingdom
Acclaim Studios Manchester
3D Artist
2003 - Made Man – XBOX, PC, PS2
(Vehicle and weapon artist – Modelling all weapons and vehicles for the game in 3ds max, prop creation for environments, Creating textures for assets, creating assets for cutscenes, lighting cinematic scenes)
(Vehicle and weapon artist – Modelling all weapons and vehicles for the game in 3ds max, prop creation for environments, Creating textures for assets, creating assets for cutscenes, lighting cinematic scenes)
May 2002
- August 2004
United Kingdom
Software Creations
3D Artist
I did a lot of work initially in the digital Creations media department mostly working on the Little Monsters series which was a collection of interactive kids stories for NTL before moving onto the games side of things
April 2000
- April 2002
United Kingdom
Languages
English (Native),
Skills
3ds Max,
Characters,
Environments,
Lighting,
MAYA,
Mudbox,
Photoshop,
Props,
PS3,
PS4,
Quixel Suite,
Substance Painter,
Texturing,
Unity,
Unreal,
UVs,
Vr,
Xbox,
ZBrush,