| |

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.

| 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 |

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

| 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 |

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

| 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 |

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

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

| Surf Net |
|
Kate - realtime
version + optimised TVC version |
| AMP bank 'SAM'
Virtual Assistant |
|
Character artist |
| Surreal Nature
of Childhood (2006) |
Character Models |
| Burning Ambition
(2003) AFTRS |
Concept art and
prop building |

| 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 |
|

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

|
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 |
| |
|
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.
Within 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
|