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Over 23 years of professional experience in the games industry developing AAA titles. Skill set includes art direction, leadership, conceptualization, pipeline development, prototyping, design, and top quality art asset creation. Background in classical animation provides a working knowledge of motion, anatomy, storyboarding, color theory and traditional film making.Currently Working On: ONWARD (Downpour Interactive/MetaQuest)Previous Titles:Diablo IV (Blizzard Entertainment - 2023)Tony Hawk's Pro Skater 1 + 2 (Vicarious Visions/Activision - 2020)Destiny 2: Warmind Expansion (Vicarious Visions/Bungie/Activision - 2018)Call of Duty: Infinite Warfare DLC content (Infinity Ward/Activision - 2017)Call of Duty: Infinite Warfare (Infinity Ward/Activision - 2016)Call of Duty: Ghosts DLC content (Infinity Ward/Activision - 2014)Call of Duty: Ghosts (Infinity Ward/Activision - 2013)Call of Duty: MW3 DLC content (Infinity Ward/Activision - 2012)Call of Duty: Modern Warfare 3 (Infinity Ward/Activision - 2011)God of War III (Sony Computer Entertainment America - 2010)Tony Hawk's Proving Ground (Neversoft/Activision - 2007)Tony Hawk's Project 8 (Neversoft/Activision - 2006)Gun (Neversoft/Activision - 2005)Tony Hawk's American Wasteland (Neversoft/Activision - 2005)Metal Gear Solid: Twin Snakes (Silicon Knights/Konami - 2004)Eternal Darkness (Silicon Knights/Nintendo - 2002)
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Art DirectorRedoctane GamesAlbany, Ny, Us -
Art DirectorDownpour Interactive Dec 2021 - Present -
Studio Art DirectorVicarious Visions Feb 2019 - Dec 2021Albany, New York Area
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Principal ArtistVicarious Visions Apr 2017 - Feb 2019Albany, New York
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Art LeadInfinity Ward May 2014 - Mar 2017Greater Los Angeles Area -
Senior Environment ArtistInfinity Ward Jul 2010 - May 2014Greater Los Angeles AreaAs Senior Environment artist, I am responsible for the final detailing and look of the environment by:• Creating high quality art assets (modeling, texturing, shader set-up) and their LODs (level of detail)• Creating world material textures and shader set-up for use on engine geometry• Utilizing vast library of models and materials available in the engine• Build up of layered decals for maximum detail as well as model placement for set dressing• Lighting of the level and vision set treatmentsas well as....• Working closely with design to suggest new gameplay ideas that are mocked-up and tested• Working closely with programmers to research and develop new techniques and tools• Mentoring other artists and being a resource for the team -
Senior Environment ArtistSony Computer Entertainment America Inc. - Santa Monica Dec 2007 - Jun 2010Santa Monica, California• As Senior Environment artist, I had the responsibility of being level art lead on the “Hermes Run” (8 consecutive areas) in God of War 3• Created environment art all the way through to final lighting for the top of Mount Olympus' exterior architecture, Hermes Run levels (excluding catapult area), and the interior Olympus Portal Room• Produced an effective strategy and work flow that allowed myself and others to work efficiently on extremely large scale environments, while maintaining a consistent and cohesive look across multiple levels• Worked closely with the Technical Art department to enhance a variety of tools and techniques through testing, feedback, and new ideas• Provided creative and flexible solutions to accommodate evolving design, while maintaining quality art that did not impact the schedule -
Environment Artist (Level Lead)Neversoft Entertainment Jan 2005 - Dec 2007Greater Los Angeles Area• As level lead, responsible for testing and implementing new techniques before passing on work flow knowledge to team members.• Creative and technical resource for the team, assisting in problem solving and mentoring junior artists.• Traveled to different locations with level designers to gather reference used for design inspiration and asset creation.• Finalized the look of the level by refining and creating additional geometry, texturing, lighting, “time-of-day” and weather map effects.
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Assistant Lead ArtistSilicon Knights Feb 2001 - Nov 2004St. Catherines, Ontario• As Assistant Lead, analyzed new engine techniques and helped the team better understand the technology involved to create high quality assets using an efficient, productive work flow.• Built, textured, and lit numerous environments and vehicles.• Contributed numerous concept designs during pre-production.• Created assets using next generation techniques including high poly modeling, render mesh modeling, normal mapping and ambient occlusion.• Helped in the scheduling of other artist on the environment team.• Directed in-game cinematic sequences as well as FMV cinematic sequences.• Created special effects using in-game assets and different plug-in particle effects.
John Dobbie Skills
John Dobbie Education Details
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Classical Animation
Frequently Asked Questions about John Dobbie
What company does John Dobbie work for?
John Dobbie works for Redoctane Games
What is John Dobbie's role at the current company?
John Dobbie's current role is Art Director.
What is John Dobbie's email address?
John Dobbie's email address is jo****@****ahoo.ca
What is John Dobbie's direct phone number?
John Dobbie's direct phone number is +181832*****
What schools did John Dobbie attend?
John Dobbie attended Sheridan College.
What skills is John Dobbie known for?
John Dobbie has skills like Zbrush, Texturing, Texture Creation, Perforce, Lighting, Modeling, Photoshop, Asset Creation, Ps3, Xbox 360, Environment Art, Maya.
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John Dobbie
United States5yahoo.com, kimlighting.com, coronetled.com, coronetled.com, coronetled.com2 +197334XXXXX
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John Dobbie
United States -
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