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lindsay|digital
I suggest you full screen this site resume.

Spencer Lindsay
860 Congress Ave
Pacific Groove, CA
93950

831.419.4915

Profile Experienced, hands-on, technical senior artist with 15+ years experience in 3D graphics, technical art and art design/direction. Strong ability to self-teach applications, then transfer the knowledge by training others. Clear communicator; organized and dependable. Outstanding people skills and sense of humor.
Tools MAYA, MEL, 3D Studio MAX, MaxScript, MultiGen, PhotoShop, Flash, Illustrator, MS Project, HTML, Premier and After Effects.
Artwork See http://www.lindsaydigital.com/ for examples of my projects.
Experience

Digital Artist / Photographer | February 2005-Present
Spencer Lindsay Digital- Pacific Grove, CA

Working on building the lindsay|digital business here in Monterey.

 

Art Director / Technical Artist | 2004-2005
Madahvi Toys Interactive - LaJolla, CA

Fall of Troy

  • Schedule development
  • Determine look and feel of RTS game
  • Manage art production and artists
  • Model, Light, and Texture terrain and game objects
  • Work with programmers to create art pipeline
  • MEL Scripting
  • Create and maintain company website
  • Assist in the hiring and management of team members

Technical Artist | 2001-2004
Angel Studios/Rockstar San Diego San Diego, CA

Spyhunter 2
  • Assisted in the design and implementation of the SpyHunter2 Art and Game Design production Pipeline.
  • Modeled, textured and animated assets for the game.
  • Facilitated clear communications between Art and Programming teams.
  • Assisted the Lead Artist in management and technical troubleshooting of the team.
  • Developed production tools for artists and designers.
  • Learned Maya and MEL within one month of hire and began scripting for the team and training artists in-house in Maya.

AGE (Angel Game Engine Team)

  • Pushed for and helped implement the use of Macromedia Flash as an in-house UI development tool.

Red Dead Revolver (Working Title)

  • Maintained and repaired art pipeline and tools on “Red Dead Revolver”.
  • Created Script libraries for designers and artists.
  • Modeled and textured assets for the game.

Next Generation Project (secret)

  • Lighting design and implementation.
  • Voice acting for the main character.
  • Scripting.
 
 

Staff Instructor | 2001-2003
Art Institute - San Diego San Diego, CA


Principles of 3D Modeling

  • Created curriculum and syllabus to instruct first year students the principles of 3D modeling and design.
  • Instructing one four hour class per week to 30 students.

This class uses 3D Studio MAX 5.1 to teach the basics of game art design. Through lengthy discussions and lectures combined with intensive lab sessions, the students come out of this class with an excellent understanding of what makes 3D work and just as importantly, how to accomplish these 3D tasks with other team members.

 
 

President-Senior Art Director | 1998-2001
Etribe Studio Soquel, CA

  • Hired and managed a team of 3 artists and 2 programmers.
  • Created five realtime 3D environments for Intel Corporation’s internal benchmarking and performance analysis use.
  • Produced and directed several 3D projects for Motorola and Compaq corporations.
  • Consulted on the development of Intel's in-house D3D run-time engine.
  • Programmed and created the 1999 line of Palm Devices in Cult3D for Palm Corporations website.
  • Managed the office.
  • Sales and Marketing
  • Web Development (HTML, JAVA, FLASH)
  • Customer service
 
 

Lab Instructor | 2000-2001
Cabrillo College Aptos, CA

  • Lab teaching responsibilities - lecturing and hands on tutelage.
  • Curriculum development.
 
 

Art Director | 1993-1998
Atari Games Milpitas, CA

  • Developed Art and managed a team of artists to create San Francisco Rush, and San Francisco Rush "the rock" as well as pre-production and pipeline design on San Francisco Rush 2049.
  • Co-Designed and implemented two game art-pipelines.
  • Trained staff on the concepts and practical use of 3D in games.
  • Along with Cameron Petty (lead designer) and several key team members, I was a Game Designer on all skews and versions of the "S.F. Rush" property.
  • Lead Artist on "Metal Maniax"
  • Texture and 3D artist on several un-released games.
  • Voice Talent for: Area51, Metal Maniax, SFRush, SFRush "the rock", SFRush 2049, Primal Rage, Mace, and War.
Education

1982-1984 Monterey Peninsula College Monterey, CA

  • Graphic Design, Electronics, Theater.

1984-1988 United States Navy – Petty Officer 3rd Class

  • Electronics, Counter-Terrorism, Cryptography.
Professional Memberships

Lecturer and/or Judge at Game Developers Conference 1997, 1998, 1999 and 2000
Member, Siggraph
Member,
Game Developers Association