Resume

I am a professional freelance digital artist based in Sydney, Australia. I am UK born, and hold dual Australian Citizenship. I am available for contract work, asset creation, concept work and training, please contact me at davideking@gmail.com for inquiries.

Software

3D 2D Composite Composite
Zbrush Photoshop Combustion Combustion
3DSMax Painter After Effects After Effects
Mudbox Digital Fusion Digital Fusion
Maya Renderers
- Shave & Haircut
Renderman Edit Games tools
- NCloth
V-ray Premiere Unreal 3 Editor
- NEX
Mental Ray Vegas Bigworld Tech
Haptics Claytools Final Cut Pro
Body Paint 3D Script writing
Final Draft

skills of note

Directing Public speaking / lecturing - large audiences
Editing Training
Screenwriting Production management / scheduling
Concept design Maquette Sculpting & Casting
Script Development Traditional painting
Prop building / set dressing Mel Scripting

Film

Where the Wild Things Are Animal Logic Shader artist (creatures)
The Spirit Fuel VFX Digital Artist (Set Dressing)

Games

DragonAge: Origins Cinematic characters
Fury Cinematic characters
Mythos Game creatures
Unreal Anthology Characters
Unreal Tournament 04 Characters
Civilization IV Cinematic characters
Dungeons & Dragons Online: Stormreach Character texturing & models
Dungeons & Dragons Online: Stormreach (expansion) Character, creatures and weaponry.
Hotwheels: Bash Arena Cinematic director
Warlords: Battlecry series Character sprites
Enemy Infestation 3D artist, End cutscene Director
Bigworld Fantasy Demo
Lead Artist (scenery, characters, weapons, effects, skydomes, animation, concept)
Fallout Tactics Training Junior Artists
Citizen Zero / A.K.A Identity Zero (cancelled) Lead Artist / Art Director

Games - Independent

Brutal Character concept, model, texture
Salvation Prophecy Creature art, environ art, matte painting, textures

Tv commercials

Cadbury Crunchie Spaceways (Babyfoot) Character costume models & shading
NSW GOV 'choose your own Adventure' (Liquid Animation) Lead characters
Crestor / Land of 'Yes' (Ambience) Storyboard / concept artist
Sony God Of War (Animal Logic) Hair grooming, Cloth simulation
Toyota Tacoma "Space Invaders" (Animal Logic) Zbrush scenery, Surfacing artist
Energizer 'Camera' (Animal Logic) Surfacing artist
Comcast 'Rabbit' (Animal Logic) Creature model and surfacing
Toyota 'Every bit Brilliant" Commercial (FuelVFX) Senior modeler
3x Taijin commercials (Fuel) Character models
Fox Sports HD channel branding (Zspace) Senior modeler / shader artist
Ribena "So you think you can dance" Lead character models
5 seeds cider "Birds vs. Humans" Concept artist

Full time employment

Art Lead / Art Director 6 years Microforte / Bigworld games
Games Development Consultant 1 year Autodesk (Discreet)
3D Artist 6 mnths Animal Logic

Print

Fruitopia 'bit fruitly' campaign(CNFX) Concept art
Suns Coca Cola (Monkeylab) 07 Photoshop work
Optus Animals 'Kitchen' Lighting
Braggs Childrens Clothes Logo Character Design

Corporate web

Surf Net   Kate - realtime version + optimised TVC version
AMP bank 'SAM' Virtual Assistant Character artist

film- Short

Surreal Nature of Childhood (2006) Character Models
Burning Ambition (2003) AFTRS Concept art and prop building

Lectures and shows

GCAP 08 Organic creature modelling in Mudbox
CGOverdrive singapore Speed modelling 1 day masterclass
CGOverdrive singapore Speed modelling characters in 3DSmax & Z-brush
SIGGRAPH Power modelling in 3dsmax
SIGGRAPH Special guest: 3dsmax 7 launch for Max User Group
Games Developers Conference Rapid visual Prototyping for games
Games Developers Conference Polymodelling masterclass
Games Developers Conference Sculpting in Claytools for games (SenseAble)
AGDC The Art of Games
AGDC "Doom Generation": Normal Mapping for Artists
AGDC "Deformed": The art of character deformation
AGDC Rapid visual Prototyping for games (using 3DSmax)
SMPTE 3dsmax hair and cloth
FRAMES India Game Development in India: Panel member
Thailand Games Conference Developing games (from idea through pitch to delivery)
3dsmax6 launch Korea
3dsmax6 launch Australia
ChinaJoy! 3DSmax for games
Academy of Interactive Entertainment Games Texturing masterclass
Eidos developers conference First impressions - Unreal 3
Japan, Sony, Sega, Nichimen + Claytools for games (SenseAble)
Autodesk Conference (London & Manchester) Speed modeling in 3dsmax
Academy of Interactive Entertainment Guest Lecturer
Mad Academy Guest Lecturer
FTI Film & TV Institute Guest Lecturer
+ Schools, academies and private company training & demos

Clients

ACT3 Entertainment
Academy of Interactive Entertainment
Autodesk Media & Entertainment (Formerly Discreet)
Animation Farm
Animal Logic
Ambience (now The Lab)
Babyfoot productions
Bigworld games
Creature'N'FX Workshop
Eidos (via Rocksteady)
Electric Art
Epic games (via Animation Farm)
Fuel
Firaxis (Via Liquid)
Firedance Games

Goodoil Films
Liquid Entertainment (USA)
Liquid Animation (Australia)
Microforte
Microsoft (via Microforte)
Monkeylab
ProMotion Studios
Rocksteady Games
SensAble Software
Shadows In Darkness
Turbine
TurboSquid
Z-Space

Study

SEEVIC (England)
Arts, Drama & Human Biology Majors
Hawker College
Arts, Media & Business Majors
Canberra School of Art (UNSW)
1st year of Bachelor of Fine Arts (Painting)
Academy of Interactive Entertainment (AIE, TAFE)
Cert IV 3D animation
Australian Film,Television & Radio School (AFTRS)
Cert Art Dept. Management
Richard Williams Masterclass
Certificate
Film makers course (Fox Studios) Certificate
   


Daves history

Like many artists of my generation, it was the work of Ray Harryhausen and Jim Henson that inspired me on my path. I remember rushing home from Clash of the Titans with a poster tucked under my arm in a b-line for my felt tip pens. Likewise films such as Krull and The Dark Crystal hit me like a bomb, and by my early teens I was seeped in fantasy art and special effects film making.

I soaked up every 'making of' documentary I could find and saved my pocket money in earnest for trips to JBE stage lighting in Rochford where I loaded up on goodies like contact blood, Rick Baker books, Kryolan makeup, sugar glass and liquid latex. I sculpted and cast masks and puppets at home, peicing together how to do it from books by Rick Baker, Dick Smith and back issues of Fangoria magazine. I somehow managed to make my very own Skeksis head- complete with pneumatic controls I made in High School shop class! I was determined to be an artists at Hensons Creature Workshop and work with Jim. Sadly that was not meant to be, and in 1991 he died before I ever got to meet him.

During this period I also created my own video games for my classmates using S.E.U.C.K on a Commodore 64, and later Amiga (imaginatively named dungeon bash 1, 2, 3 and 4). This was followed by my first films at high school- one of which was a cheap rip off of Predator crash edited on a school video camera. We had a skinned guy (hey Mark), hanging from a tree and everything- much to the surprise of the other people using the local park at the time. I became more interested in film making, and started playing around with an old super 8mm and vcr at home.

At college I started directing stage plays, including co-directing the drama major end of year play -Roses of Eyam, as well as providing life cast body parts and set designs.

In 1992 my family moved to Australia, where I studied media and art. During that time I produced an A.I.D.S awareness documentary and my first proper short film - an adaptation of Royal Jelly by Roald Dahl which I wrote, directed and created the effects puppet for the grisly climax. At that time, the pre-digital era, film school was prohibitively expensive, so instead I started a Batchelor of Fine Arts in painting instead at the Australian National School of Art.
I worked nights and weekends at the Canberra Repatory Theatre as a crew man, lighting operator and working on props and sets for many plays and stage shows.

The big turning point came for me whilst shooting a photo comic project on my weekends. I heard about a 3D course at the local TAFE and decided to check it out. It was a million miles away from the primitive state of 3D art as presented by the art school, and I found myself instantly drawn to it. Jurassic Park had just hit cinemas and the world was buzzing with how cool the future of 3D would be.

I left my fine artist degree to jump on the 3D bandwagon as it roared past. My background in theatre, model making, sculpture, minature painting, theatre performance, set design, puppetry and film making all came together in one place. It was awesome! As they say I ate, slept and drank 3D- pouring over manuals and spending every hour I could on the academies PC's. I worked hard, got noticed and was hired directly from the class by Microforte games.

W
ithin a year I was promoted to Lead Artist. I headed up the Sydney Art department for over six years helping transition the company from sprites to real time 3D, and from first generation to 'Next Generation' techniques. During that time I got the opportunity to return to directing - creating several game cinematics and pitch demo promotions for the company, as well as leading the art team developing Bigworld MMOG tech.

I eventually left Microforte to become a freelance character artist- quickly landing a job creating a set of new characters for the Unreal Tournament '04 game. I had the dream task of redesigning my favourite classic game beasties- the Skaarj. After Unreal, then the floodgates opened and I found myself busy creating character art for a range of titles and game pitches. I became known for being able to model characters and creatures extremely fast- so fast I could do it infront of a live audience, which drew the attention of Autodesk..

I was contracted to Autodesk (then Discreet) to act as their consultant for the Games Industry in Asia Pacific. This gavee me the opportunity to travel around the world, visiting game studios, helping pipeline development, providing games design seminars, demoing new features and generally swapping tricks and techniques with artists. It was an exciting time as new development studios and outsourcing companies where springing up, and eager to learn.

This lead to a series of shows and speeches at places such as GDC and SIGGRAPH, and culminated as a creature modelling challenge at the SIGGRAPH 3dsmax 6 launch, where I was given the task of modeling a cinematic creature infront of the max user group - an audience of over a thousand containing people from Blur, Blizzard, Ubisoft and many more. Terrified? You betcha. Fortunately, somehow I managed it. I released my first training DVD highlighting some of the techniques I used called the '3D creature workshop' published through Turbosquid. Its a best seller - (hopefully I will find time to do more!)

After returning to the games industry briefly, I met my future wife Kathryn, and we decided to travel the world a bit, and work in London. During this time I continued to produce art for games companies, but took the time to
develop new personal work to encompass films and television production. This payed off - on my return to Sydney I started working on TVCs and Film, for companies such as Animal Logic, Fuel, Babyfoot, Liquid, Goodoil and Zspace. My first film work was surfacing the digital wild thing from Where The Wild Things Are- another dream job - 'Wild Things' is my favourite book and the first large stage play production I had seen as a child. Absolutely magic.

Kathryn and I married and settled in Sydney, Australia, where I continue to work on a diverse range of projects for games, game cinematics, film and TV.

Its been a wild ride so far, and I have no plans to slow down. Fingers crossed.

Dave King

 

PICTURE GALLERY Some fun shots from the tours


'Speed modeling' Anthony Robbins Style at CGOverdrive 07


CGOverdive speed modelling show

With 3dsmax mistress Kelcey Simpson


One of my Skaarj models and me see eye to eye


Live at the max 7 launch (I am under screen on right) at SIGGRAPH
Max User Group


SIGGRAPH 'Dave King power modelling in 3dsmax 'show


Seriously Jet lagged and creature sculpting in Japan for Sony on a Phantom Omni


3dsmax launch in Korea with Toxikian and musician Warren Bones