If you are interested in working with me, please email me at:
stoneperales@cox.net
Also, if you want to connect with me on linked in, check out my profile:
Thank you.
Resume and Credits:
I am currently working as a brand Art Director of the Chaotic CW Animated show and card game at 4KIDSEntertainment.
Work History: 14+ years exp. in Gaming
Game Work History: EA, SONY ONLINE ENTERTAINMENT, The COLLECTIVE, INTERPLAY, BLACK ISLE, WESTWOOD STUDIOS,
Commercial Work History: Transistor Studios, TOYOTA / Saatchi and Saatchi, Jig-A-World Inc,
Software: 3DS MAX 14+ yrs., ADOBE PHOTOSHOP 14+ yrs., PAINTER 11+yrs., MAYA, Z-Brush, Mudbox,
Skills: Production Management, Mentoring, R&D, New MMO IP creation, Art Direction, Modeling, Texturing, Illustration, Sculpting, U.I. Design
Genres: Sci-Fi, Fantasy, Military, Historical, Cartoon
Platforms: Next-Gen XBOX 360, PS3, PS2, PS1, PSP, and PC
Engines: Unreal, Unreal 3, Gamebryo
Specialties:
Art Direction, Character Art, Research and Development.
Concept, Modeling, and Texturing are my primary trade skills, with Logo and UI design as my secondary skills.
Expierience:
4KidsEntertainment
ART DIRECTOR
2008-Present
Brand art director for the Chaotic franchise providing creative art direction and style guide work for season 2 and 3 (Episodes 141-179) of the CW animated show. Duties include character/prop/and environment design, color palettes, EFX design, art direction to internal and external artists and studios (overseas and domestic), as well as art directing production of Trading Card art, graphic material (including packaging), and the design of various Action Figures and Clothing.
Emergent Game Technologies/Gamebryo
ART DIRECTOR
2007 – 2008Present (1 year)
Provided Technical and Creative art Direction for Emergent's Demo group located in Calabasas CA, to showcase the latest cross platform, next-gen features of the Gamebryo game engine. Additional duties include hands on, on site work with internal and external talent, contractors, and partner studios on the development of demo assets.
EA (Electronic Arts Los Angeles)
ART LEAD
2006 – 2007 (1 year)
UI art lead on Tiberium, a cross platform title that was developed on the Unreal 3 engine for the 360 and PlayStation3 taking place in the Command and Conquer universe. My daily duties interfaced with design, engineering, and art, assisting with deadline and demo deliverables.
Titles:
Tiberium: X-BOX 360/PSX3/PC
Sony Online Entertainment
ART DIRECTOR
2002 – 2006 (4 years)
Art director for Sony Online's most successful and longest running project Everquest. Responsibilities included training the team on cutting edge techniques and practices, internal and external art direction, as well as directing or creating all key art (box art, iconic character re-conceptualization, magazine art, etc.)
ART DIRECTOR:R&D – PSX3/PC
Prototyped Next -Gen tech and created proof of concept demos on the PSX3/PC for Sony Pictures and Sony Online
Worked in all aspects of MMO development
Promoted to becoming the personal artist of the VP of SOE, handling the creation and presentations for all new internal IPs
As Art Director of R&D, I was the liaison between new technology and production for teams throughout the company.
Patent holder for Next-Gen technology created for the PSX3
Participated in the creation of a tech demo that was included in the E3 2005: Sony Press Conference unveiling of the PSX3 - during this time our team was reporting directly to Mr. Ken Kutaragi and we were also one of the very first teams in North America to work on the Playstation 3
Completed a demo on Terrain Simulation that was presented to Mr. Ken Kutaragi, securing 43 PS3 Dev kits for the Seattle, Austin, and San Diego studios at a time when almost no development teams in North America had them.
Titles (In part or in whole):
UNTOLD LEGENDS: The Warriors Code-PSP
UNTOLD LEGENDS: Brotherhood of the Blade-PSP
EVERQUEST 2: Kingdom of Sky-PC
EVERQUEST 2: Desert of Flames-PC
EVERQUEST 2:PC
EVERQUEST: Lost Dungeons of Norrath-PC
EVERQUEST: Omens of War-PC
EVERQUEST: Platinum PC
EVERQUEST: Gates of Discord-PC
PLANETSIDE: Aftershock-PC
FREEREALMS: PC
Interplay Entertainment/Black Isle
SENIOR ARTIST
1999 – October 2002 (3 years)
Established benchmarks for characters, environments, and textures, and assisted in the optimization of the art production pathway. Responsibilities encompassed all aspects of art production except animation.
Titles:
FALLOUT: Brotherhood of Steel-PSX2
RUN LIKE HELL: PSX2
ICEWIND DALE: PC (Black Isle) PC
EA Pacific (Westwood Studios - Irvine)
STUDIO ART LEAD
1999 – 1999
Was a key player in converting NOX from a multiplayer only game, to a multi and single player game, revamping the look of all environment art and re-defining the boundaries of what could be done with the game’s engine as it relates to art.
Duties included: interviewing, growing teams, scheduling, working with and training the design and art dept., maintaining an overall harmony between the art and design vision, proofing all levels before milestones, and facilitating the conversion of all game art from 8bit to 32 bit. While NOX was nearing completion, I assisted the producer in the interviewing, training, and the efficient production pathway planning of Red Alert 2.
Titles:
NOX: PC
RED ALERT 2: PC
The Collective
SENIOR ARTIST/ART DIRECTOR
1998 – 1999 (1 year)
Worked on 2 titles concurrently, creating core characters (concept art where applicable, models, texture maps, and basic test animations), modeling and texturing of architectural environments, and optimization of meshes before importing them into game.
As the Collective’s first art hire, I was responsible for creating the art for demos of Aeon Flux and Deep Space 9, which successfully lead to funding by GT. During this time I was very involved with the interviewing and hiring of the core art team.
Titles:
AEON FLUX: PC Unreal Engine (cancelled)
DEEP SPACE 9: PC Unreal Engine
THE GAME OF LIFE: Play Station 1
