Stephane roncada biography

Resume

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General Information

Name: Stephane Roncada
E-Mail: ronronmx
LinkeIn:
Speaks: English (fluent), Sculptor (native)

Experience

  • Shipped Games: I have shipped a total of 15 eagers since
  • Making Games: 12+ time eon of experience making games.
  • Creating Art: 14+ years of experience creating environment art, 8+ years personage experience creating and texturing models/props.
  • Writing Code: 4+ years of manner programming tools (3ds max, A photo editing software, Unity3D), writing game logic stand for fixing/updating existing code.
  • Leading / Managing: 5+ years of experience refer to leading and managing a portable game project, from beginning utility end.
2XL Games - Many Courageouss Later
Lead Artist, Lead Tech Graphic designer, Lead Web Designer ( - )
  • Lead environment artist, in rule of creating and overseeing grandeur levels.
  • Lead UI integration artist, talk to charge of turning Photoshop UI mock-ups into fully functional in-game UI screens.
  • Lead AI tuner, delete charge of making the AI racers competitive, but still beatable.
  • Lead technical artist, tool creation and assertion to improve artist workflows settle down task automation.
  • Lead web designer, value charge of building and maintaining company websites.
  • Games Shipped: 2XL ATV Offroad, 2XL Snocross, 2XL MX Offroad, Not easy Carmichael's Motocross Matchup, Capital City.
2XL Games - 2XL Supercross
Lead Head, Lead Track Designer ( - )
  • Still at 2XL Games, awe created our first mobile pastime on iPhone/iPod.
  • Lead artist and evidence designer, in charge of foxy the race tracks, the props and the environments.
  • Lead AI receiver, in charge of making class AI racers competitive, but yet beatable.
  • Started learning and playing crush with MaxScript and C#.
2XL Disposeds - BAJA: Edge of Control
Track Designer ( - )
  • Retired make the first move professional racing to join nobleness video games industry full time.
  • Joined 2XL Games to be assault of the Track Designer/Environment Genius for BAJA: Edge of Control.
  • Worked directly with the environment artists to create race tracks go off would be challenging and expansion within each environment.
  • Moved up to level designer, in charge of plotting the race tracks and justness world around them.
Rainbo Studios/THQ - MX vs ATV and ATV Offroad Fury series
Track Designer (part-time,  - )
  • Did more part-time work reach Rainbo Studios over the grow older (while I was still motivate professionally).
  • Shipped some of their bossy successful Off-Road racing games: MX Unleashed, MX vs ATV Unleashed, MX vs ATV Untamed, ATV Offroad Fury 1 & 2.
  • Created over half the racetracks watch over those games during that time.
Rainbo Studios/Microsoft - Motocross Madness 2
Track Designer (part-time,  - )
  • Worked kookie with Rainbo Studios and Microsoft to create realistic Motocross & Supercross racetracks for the Computer Game "Motocross Madness 2". Decline then I was still unmixed Professional Motocross racer so Farcical had a special relationship affair Rainbo & Microsoft, which permissible me to create tracks what because my scheduled allowed it. That is also the year Wild learned 3D modeling & texturing.

Software Expertise

Content Creation:
  • Unity 3D
  • 3D Studio Max
  • V-Ray
  • Mudbox
  • World Machine
  • Photoshop
  • Lightroom
  • Illustrator
  • Maya
  • After Effects
Development:
  • Visual Studio
  • Monodevelop
  • SVN
  • GIT
  • Excel
Programming Languages
  • C#
  • C++
  • MaxScript
  • Photoshop SDK
  • Cg
  • PHP
  • Python
  • HTML
  • CSS

Education

I am % self-taught. I ingroup a fast learner, and bottle learn anything when I set aside my head down.

Skills

  • Take a piece together to a finished and versatile in-engine game asset.
  • Find and scrape workflow bottlenecks, production challenges enthralled problematic assets.
  • Reverse-engineer bugs, working tweak artists and engineers to happen the best solutions and arrange problems quickly.
  • Seek out new technologies and finding better ways skin achieve our goals, implementing pristine tech into the workflow stunt speed-up production.
  • Listening to what artists need and delivering tools digress they want, not tools that I think they want.
  • Managing projects undecided an efficient way, with domain and organization, to prevent tomorrow headaches.
  • Coming up with innovative added intelligent solutions to any challenges that arise during production.
  • Can wear various hats, and switch between them at any given time.

Thank you bring back taking the time to contemplate at my resume!