Jeff Perryman

Jeff Perryman Email and Phone Number

I have worked as an 3D modeler, 2D/3D animator, and Level designer. I put my team first and ensure that they always have the tools to succeed. I love cartooning and world building. Let’s create experiences together! @ Chain Reaction Studios
218 North Main Street, Monroe,NC 28112,United States
Jeff Perryman's Location
Florence, Arizona, United States, United States
Jeff Perryman's Contact Details

Jeff Perryman work email

Jeff Perryman personal email

About Jeff Perryman

Very Strong Management/Lead Skills - •Lead, and taught large, successful, teams over the years with up to 25-30 artists and designers on a team.•Creates a huge emphasis on supporting the team at all times, and empowering them to succeed. Multiple Platform Development – •I have developed on iPhone/iPad, PlayStation platforms (From the PSX to the PS3 and PSP), Nintendo, Xbox, as well as PC.Level Editors –•Unity•Unreal 5•Hammer Source•Radiant•3DS Max,•Pawop (A French spline-based editor) "I have worked with many preparatory engines and have excellent skills in communicating with programmers the needs of the design and art teams."Environmental Modeling and Texturing Tools – •Photoshop CS5•Animate/Flash•Moho•3D Studio Max "I have a strong modeling and animation background and can create all my assets.I am also a good character modeler who can rig my characters. I can do High Poly work, but I excel at Low Poly prop, Environmental, and Character creation."Traditional 2D Art Skills – •Painting•Drawing•Story Boarding•Sculpting•Modeling (Scratch building) "I have a background as a cartoonist."

Jeff Perryman's Current Company Details
Chain Reaction Studios

Chain Reaction Studios

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I have worked as an 3D modeler, 2D/3D animator, and Level designer. I put my team first and ensure that they always have the tools to succeed. I love cartooning and world building. Let’s create experiences together!
218 North Main Street, Monroe,NC 28112,United States
Employees:
2
Jeff Perryman Work Experience Details
  • Chain Reaction Studios
    Company Owner
    Chain Reaction Studios Jan 1990 - Present
    Florence, Arizona, United States
    This is my personal Art Studio, where I do freelance Game, Graphic, and 3D Art design.
  • Angry Lime/Trefun Studios
    Lead Animator
    Angry Lime/Trefun Studios Apr 2011 - Jan 2013
    Gilbert Az
    •For the People Fantasy politics – FaceBook In-game animations/Art
  • Bytesize-Games
    Contract Artist
    Bytesize-Games Mar 2010 - Sep 2012
    •FlipShip Casual shooter – iPad/iPhone All in-game art/UI•Little Labyrinths Maze game – iPad/iPhone All in-game art/UI/animation
  • Dust Devil Studios
    Lead Artist/Co-Founder
    Dust Devil Studios Apr 2010 - Sep 2011
    Lead Artist on the Game "Zombie Pirates".•Generated new cartoon style for the game.•Created most ingame Art and UI.•Developed marketing materials.
  • Cheyenne Mountain Entertainment – Mesa, Arizona
    Sr. Lead Level Designer
    Cheyenne Mountain Entertainment – Mesa, Arizona Jun 2008 - Mar 2010
    Level Design/Game DesignStargate Resistance Third person shooter project-PC
  • Superstition Studios
    Sr. Animator
    Superstition Studios Jun 2008 - Mar 2010
    Senior animator , ModelerDeadlands MMO/QPS project-PC
  • Arkham Labs
    Lead Game Designer, Creative Director
    Arkham Labs May 2006 - Jun 2008
    •Arkham Labs is the Guildhalls external projects lab and research department. •Oversaw projects working with the Psychology department at SMU on virtual therapy environment•Helped manage development of levels for the new release of Americas Army.•Worked on a simulation project with AMED (Army Medical division) and the NCO School in training troops for convoy operations and conducting them more safely.•Worked with the Education Department at SMU to create the Virtual Coach System. Helping teachers and coaches to work better together in helping children with reading problems.
  • The Guildhall At Smu
    Professor Of Level Design
    The Guildhall At Smu Jun 2003 - Jun 2008
    •Oversaw the creation of, and taught, the Level Design curriculum at the Guildhall. Creating a very successful curriculum from the ground up at the Masters Degree level.•Graduated 7 cohorts, taught 10 cohorts total, with over 96% graduating students being hired within the first 3-5 months by reputable companies.•Oversaw, and managed, the creation of over 127 game projects ranging from 2D Platform games to 3D FPS games with teams as large as 25-30 members
  • Outlaw Studios
    Animator/Level Designer
    Outlaw Studios Jan 2003 - Mar 2003
    *Wrath and Skeller -PC/XBox POC-UbiSoft *Created the Graveyard level for Wrath and Skeller. Created BSP block-out and detail geometry for level. Built Static meshs for level including unwrapping, and textures. Created all Textures, Materials, and Shaders for level. Worked on in game cinematic for game trailer. Laid out all of levels gameplay and flow. Created scripted events and triggers. Laid out all of levels AI and pathing. Animated background characters using FilmBox and Character studio. Lighting, and Optimization. Did Vocal work for game.
  • Bigsky Interactive
    Sr.Artist/Animator/Level Designer
    Bigsky Interactive Jan 2002 - Oct 2002
    *SpongeBob SquarepantsWorked on Bikini Bottom, Jellyfish fields, Sandy’s Tree house, Downtown Bikini Bottom, and Sponge Bobs Brain puzzle levels I created detail geometry for levels. I worked on in game cinematics. I built Static meshs for level including unwrapping, and textures. I laid out all of levels gameplay and flow and created scripted events and triggers. I laid out all of levels AI and pathing. I also did all of the lighting, and optimization*Jimmy NeutronI work on several of the levels re-lighting and re-texturing them. I helped in tweaking the gameplay of the levels and polishing them for shipping. I help set up several of the ingame animated sequences working closely with the animation lead.*A Series of Unfortunate EventsManaged and created the demo for the game idea within a week’s time. Worked in Flash to help create animations and demo. Animated opening scenes and UI as well as creating final .exe. Directed art team and contract team for demo.
  • 3Do-Austin
    Sr. Artist/Lead Animator/ Level Designer
    3Do-Austin 1999 - 2001
    *Warriors of Might and Magic – PS1/N64 I oversaw 8 Jr. Artists on the team and managed their tasks. I was lead animator and modeler for the monsters in game. *Crusaders of Might and Magic – PS1/N64I built over 1500 objects for the entire game. Worked on the dungeon level, the Dwarven city of Corinthia A and B, and the glacier level for game. I did Polygon block out and Detail geometry, Textures, Materials, and Shaders for all the levels. Help re-work the character weapon system to allow more flexible character interactions. *High Heat – PCI work on several of the levels, re-lighting and re-texturing them. OptimizationMade sure the levels were accurate with the existing real world stadiums.*Land, Sea, and Air II – PS2Concept and design documentation. Modeled, Textured, and rigged over 30 WWII style Aircraft, Tanks, and Ships for game. Story boarded out FMV’s
  • Human Code
    Artist/Animator
    Human Code 1998 - 1999
    *Trivial Pursuit – PC/WinCE – MattelWorked on the creation of the game board in a 3D engine. Rigged and animated all the icons and game pieces as characters in game. Created over 70 custom animations for the game. Created over 120 models for the game. *Barbie Riding Club – PC –MattelModeled 32 props and set pieces for game. Helped created UI art for game.
  • Top Dog
    Artist/ Animator/Level Designer
    Top Dog 1997 - 1998
    *Noble Armada – PC –HolisticModeled and Textured form existing concept art 23 Starships, Battle cruisers, Freighters, Jump Gates, and Shuttles. *Final Fantasy V – PC/Port POC-Square SoftHelp port over existing sprite assets from the Super Famicon to the PC*Heist – PC/PS1Story boarded out FMV’s Created Museum level. I did Polygon block out and Detail geometry, Textures, and Materials, for the level. Created, rigged, and animated main character. I created 120 animations for main character and background characters.*Tunnel Rats – PS1Created custom tracks for game. I did Polygon block out and Detail geometry, Textures, and Materials, for the level. Built main characters for game as well as custom bikes and effects.
  • Imagine Studios
    Sr. Lead Artist/Animator
    Imagine Studios 1996 - 1997
    *Ares Rising – PCActed as the Team lead and Art Director. I modeled all the assets and animated 24 FMV’s for game. Modeled and textured Star ships Mother ships Freighters, Capital Ships, Shuttles, and Fighters for over 6 races in game. Modeled, rigged, textured and animated 21 characters. Created main characters base level. Rendered all menu screens. Did Vocal work for game.
  • Northstar Studios Inc
    Artist/ Animator
    Northstar Studios Inc 1994 - 1996
    *Leaps and Bounds – PS1 POCHelp create and define game concept. Conceptualized main characters and monsters. Modeled, textured, and animated the main characters and monsters in demo. Story boarded and created trailer FMV for game. Modeled and painted clay machetes of the two main characters to send of to potential publishers. Did Vocal work for Trailer.*Aeon Flux – PS1Worked as a contributing artist for the demo. Created 24 background plates for game.*Aftermath – PS1Modeled, textured, and animated 39 monsters, Bosses, and mini bosses for game. Worked on level assets.*3-Decathlon – PS1Modeled Track and field levels for game. Animated and modeled 17 background characters.*Monstrous City – PS1Modeled, textured, and animated 12 Main Monsters for game with over 240 animations
  • Bethesda Softworks
    Artist/ Animator
    Bethesda Softworks 1992 - 1994
    *Arena: The Elder Scrolls – PCCreated menu screens, character screens, and equipment screens. Created and animated 38 monsters in game. Created 47 player character First person animations. Created and animated 23 NPC’s. Animated FMV’s. (Hand animated) Created city and Dungeon level assets used through out the game world. Conceptualized player character races. Created Armor, inventory, and weapon sprites. *The Terminator: 2029 - PC Crafted and animated a Stop Motion T-800. Animated T-800 using Stop Motion and targa board. Worked on level assets for LA. Ruins. Cyberdine. SkyNet, Terminator base, Time chamber, and Shuttle Levels. Animated FMV’s. (Hand animated) Worked on menu screens and sprite assets.*Delta-V -PCCreated Stop Motion trailer FMV (As seen on Sci-Fi Buzz opening credits on Sci-Fi Channel). Worked on ship animations, FX, and menu screens. *NHL SimulatorDid all of the menu screens for the game.

Jeff Perryman Skills

3d Modeler Level Design Animator Shaders Materials Gameplay Animation Unreal 3d Studio Max Lighting Document Design Planning Optimization Geometry Detail Rigging Unreal Engine 3 Rendering Uv Mapping Game Mechanics Unreal Editor Game Balance Multiplayer Environment Art Environment Modeling 3d Animation Unity3d Texturing Perforce Game Development Video Games Character Animation Cinematics Game Design Computer Games Casual Games Project Planning Information Design Xbox 360 Changing Environments Concept Design Computer Animation Texture Painting Traditional Animation Console Ps3 Low Poly Modeling Storyboarding Xbox

Frequently Asked Questions about Jeff Perryman

What company does Jeff Perryman work for?

Jeff Perryman works for Chain Reaction Studios

What is Jeff Perryman's role at the current company?

Jeff Perryman's current role is I have worked as an 3D modeler, 2D/3D animator, and Level designer. I put my team first and ensure that they always have the tools to succeed. I love cartooning and world building. Let’s create experiences together!.

What is Jeff Perryman's email address?

Jeff Perryman's email address is je****@****msn.com

What is Jeff Perryman's direct phone number?

Jeff Perryman's direct phone number is +181720*****

What are some of Jeff Perryman's interests?

Jeff Perryman has interest in Animation, 3ds Max, Game Development, Cartooning, 3d Modeling, Art, Flash, Photo Shop.

What skills is Jeff Perryman known for?

Jeff Perryman has skills like 3d Modeler, Level Design, Animator, Shaders, Materials, Gameplay, Animation, Unreal, 3d Studio Max, Lighting, Document Design, Planning.

Who are Jeff Perryman's colleagues?

Jeff Perryman's colleagues are Nathan C. Moyer.

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