Zach Hall
915 E 48th 1/2 st
Austin, Tx 78751
(512) 300-8582
(Experience and abilities)
> CONCEPT ART DESIGN 6 YEARS EXPERIENCE
> Traditional/Digital color illustration - Painter / Photoshop / Illustrator
> Character, object skinning, and enviro texturing - Photoshop, 3DS Max
> 2D Animation - Proprietary Software
> Storyboarding - Photoshop / Illustrator / Traditional
WORK EXPERIENCE
Flat Black film Productions
2006 -
working contractually as a 2D animator on an independent short film using the same technology that was used on A Scanner Darkly. This project is currently unannounced.
A Scanner Darkly (Detour Film Productions)
2004 - 2005
Worked as a 2d Animator and had a small hand in conceptual design on the feature film A Scanner Darkly which was shot and directed by Richard Linklater and starred Keanu Reeves, Woody Harrelson, Winona Ryder, and Robert Downey Jr. The entire film was rotoscope animated using proprietary software developed by Bob Sabiston (Waking Life).
Skylab Entertainment (Title Unannounced)
2003 – 2004
Worked with a small but very experienced team of industry veterans on an immersive 3D action title originally aimed at the X-Box .
I was responsible for the conceptual design on all the visual aspects of the game, from characters,, to environments,, to vehicles and weapons.. my duties also included creating 2D skins for all of the character models and textures for the world as well as storyboarding cinematic sequences. I also had a large hand in the high game design / gameplay dynamics..
Contract work on Duke Nukem Forever for (3D Realms)
2002
Worked contractually designing characters/creatures for the latest game in the classic first person shooter series Duke Nukem.
Contract work for (Ritual Entertainment)
2002
I worked contractually "in house" at Ritual designing characters for an unannounced sci-fi/western title. I was brought in to lay down a solid and consistent look that would define the characters for this particular project.
Contract work for (Monkeystone Games)
2002
Worked contractually from home on a complete 2d level texture/tile set and world object sprites for the 2d RPG title Hyperspace Delivery Boy.
Contract work for (Ritual Entertainment)
2001
I was contracted by Ritual to work on a 2D playable Gameboy Advance game proposal. I was responsible for about 80 percent of the art, which included a full set of character animations, objects, and environment art.
Contract work for (Ritual Entertainment)
2001
I was contracted locally to design an assortment of characters for a top down strategy game proposal.
American McGee s Alice for (Rogue Entertainment)
June 2000 to Feb 2001
Lead Concept artist. Worked with a professional and very experienced team on a 3D third person Action Adventure title. Did design and concept work on more than 85 percent of the characters, creatures, enviros, objects, etc.
Skinned a large portion of miscellaneous ambient objects in the game. Created color illustrations of characters for press related use.
Heavy Metal F A K K 2 for (Ritual Entertainment)
Nov 1999 to Feb 2000
Worked with a professional and very well established team on a 3D third person Action Adventure title. Concepted a major portion of characters and objects. Skinned a small portion of characters.
Vengeance for (Primitive Earthling Games)
Jan 1998 to July 1999
Worked with a small independent startup team to develop an independent retail Quake2 mission pack. Designed and concepted all characters and weapon. Skinned all characters and weapons. I was in charge of all art direction and a Major contributor to general game design. The mission pack was finished and displayed by GT Interactive at E3 98 but for legal reasons was never published.
Q Zone for (Wraith Corporation)
Jan 1998
Illustrated the intro screen for a Quake1 expansion pack published by Wizard Works.
Diffusion for (Wraith Corporation)
Jan 1997 to Jan 1998
Worked with a small group of independent developers to create a Quake1 multiplayer mod for Quake and QuakeWorld based around the idea of capture the flag where the flag is a time bomb The mod featured many new weapons items and gameplay modes Diffusion received critical acclaim from several community web sites like Scary s and Blue s News but unfortunately still had a short lifespan. Skinned the bulk of the weapons and objects Created new player skin for the Quake1 player model.
Operation Bayshield
August 1997
Operation Bayshield was a Quake movie DEM file created with a group of friends over the course of three days. The only movie before it was titled Ranger Gone Bad and upon seeing it we decided to make a parody movie. Bayshield was heralded as the funniest and most technically superior Quake movie for quite some time only to be superseded a year later by the movie Blahbalicious. It still stands out as one of the best ever and many of the currently practicing Machinimists (Machine+Cinema) list it as the single event that inspired them to get involved in the community and produce their own movies. For specific interviews where this is discussed see http://www.machinima.com and search for “operation bayshield getting to know”. I was responsible for a huge portion of writing, directing, and voice acting in Operation Bayshield.