Award-winning art director whose background includes acclaimed work in Graphic Design, Illustration, Video games, Feature films and Commercials. Delivering concepts, dynamic visuals and innovative strategies for entertainment, online and print delivery. Leading teams with direct contribution and thru Leadership skills. Additionally, a Fine Artist trained in drawing, painting and sculpture. (Currently working as a Lead Lighting Artist at Crystal Dynamics)
Roles and Responsibilities: Lighting, shaders and cinematics - using the Unreal Engine for game development. Responsible for all in-game lighting (real-time) and cinematics using UE5
Lead Lighting artist - Ark: Survival
Roles and Responsibilities: Lighting, modeling texturing, shaders and cinematics - using the Unreal Engine for game development. Responsible for all in-game lighting (real-time) and cinematics using UE4 and UE5
Projects: Antz, Shrek, Simpsons 3D
Role(s) and Responsibilities: I was hired as a Lighting Artist on a 2 film contract (Antz and Shrek). In addition to lighting and compositing, I worked on Look Dev (textures, shading) for various characters, including Shrek and Beast Fiona and did Look Dev on Shrek's interior home, the entire inside of the Mill, a large portion of inside the Dragon's castle and several outdoor scenes of the farmland. After the movie, Shrek.. I worked on the Imax 3D Simpson's episode as the Sr. Lighting Artist
Projects: Tiger Woods Golf 2001, 2002, 2003), James Bond: Agent Under Fire and an unreleased project
Role(s) and Responsibilities: Goldeneye: Rogue Agent (Tech Art Director/Lighting) - was hired in with the title of Tech Art Director, but my specific focus for this project was Lighting. I worked with a team of 5 artist's on the in-game lighting pipeline as we lit levels for final shipping quality, using a Proprietary Rendering engine that utilized baked light maps. After the project was complete, I moved over to the Central Technology Group (CTG) and focused on the future on lighting for games, doing Look Dev and partnering with Devs on features/tools needed for NextGen. I was also asked to provide assistance with the Medal of Honor team - and did 3 key shots for them exploring Look Dev for the game, early in pre-production.
Projects: NFL Blitz, Redcard Soccer, MLB Slugfest, Mortal Kombat 5, Psi-Ops
Role(s) and Responsibilities: Lead of team of 10 artist's, internally, to support and create cinematics for our various projects. We created both pre-rendered and in-game cinematics (over 60 minutes in-game for Psi-Ops!) We worked with the team on the story then owned everything from storyboarding thru final execution.
Projects: Spiderman 2 (early look dev), Polar Express
Role(s) and Responsibilities: SP2 (early look dev) - I was hired on for Polar Express, but after my internal training, provided early support focusing on Look Dev texturing/shaders (proprietary software) and lighting and then moved on to the Polar Express team - where I was a Sr Lighting artist for the film (lighting and compositing)
Projects: Goldeneye/Rogue Agent, Medal of Honor: Airborn Assault and several Central Art and Tech projects relating to 'next gen' lighting and rendering
Role(s) and Responsibilities: Goldeneye: Rogue Agent (Tech Art Director/Lighting) - was hired in with the title of Tech Art Director, but my specific focus for this project was Lighting. I worked with a team of 5 artist's on the in-game lighting pipeline as we lit levels for final shipping quality, using a Proprietary Rendering engine that utilized baked light maps. After the project was complete, I moved over to the Central Technology Group (CTG) and focused on the future on lighting for games, doing Look Dev and partnering with Devs on features/tools needed for NextGen. I was also asked to provide assistance with the Medal of Honor team - and did 3 key shots for them exploring Look Dev for the game, early in pre-production.
Projects: Xmen4: Wolverine, and several unreleased projects
Role(s) and Responsibilities: Xmen4 (Tech Art Director) - worked on the project for over a year, setting the visual quality bar, solving pipeline and workflow issues in preparation for Production and providing hands-on support as a Lighting Artist during the Green light process and beyond (note: due to decisions at HQ, the project was later shipped to another one of our studios) Announced Projects - did several projects that were not released and worked in the role of Art Director - providing concept art, vision, asset creation and leadership for a small team of artists as we explored possible new IP content.
Projects: Saint's Row 2, Saint's Row 3, Red Faction: Armageddon
Role(s) and Responsibilities: Saint's Row 2 (Cinematics artist) - from initial storyboarding thru the final execution of in-game cinematics. Saints Row 3 (Lead Lighting Artist) - led a team of 5 artist's for the in-game lighting of the game. Also worked with the Dev team on the creation of features and tools needed to speed up time and workflow. RFA (Principal Art Director) - led a team of 44 internal artists, providing the visual direction of the project, creating style guides, providing direction and feedback to outsourcing from 3 different countries, providing daily input and feedback to the team during reviews and provided Marketing assets thru logos, cover art, screen captures and more.
Projects: Ryse, Powerstar Golf, Killer Instinct 2 and 3, D4, State of Decay: Year One Survival Edition, State of Decay 2, 3 interactive graphic novels for Ryse; also involved in new IP development (concept art, leadership and Creative Direction)
Role(s) and Responsibilities: Sr. AD working within Xbox Publishing - Collaborating with our Development partners on visuals goals and quality standards, providing both hands-on support (Concept art, Lighting, Style Guides, Marketing assets and when needed, and I led teams of Subject Matter Experts internally to work alongside the development team. Also lead a team that did Look Dev for New IP (concept art, leadership, collaborate and Creative Direction) for the studio.
Available for work (Art Direction, Consulting, 3D modeling/texturing, lighting, 2D/3D illustration and concept art. Visit my online website for examples of my work: www.chadgreene.net
Projects: Concept Art (2D and 3D) for undisclosed project; Modeling, Texturing and Lighting for 3D project needs. Graphic Design and Illustration. Consulting with various studios on best practices relating to internal production as well as outsourcing