Thomas Van Velkinburgh

Thomas Van Velkinburgh Email and Phone Number

Senior Technical Artist - Solving art production puzzles with effective solutions
Thomas Van Velkinburgh's Location
Albany, New York Metropolitan Area, United States
About Thomas Van Velkinburgh

I am a deeply experienced game developer having shipped over 30 published titles covering a wide variety of platforms and play styles. My history of innovation in game development spans the artistic, the technical and the endless pursuit of magic.From the action packed world of James Bond to battle scarred front lines in Call of Duty I have worked with industry leaders to bring iconic worlds to life.I have helped gamers around the globe rock out to 'Jump' on Eddie's Frankenstrat, score the winning touchdown in the Super Bowl and save the day as Spider-Man.As an energetic, tenacious problem solver I thrive when conquering the ever changing challenges of game art production.My career as a creative professional has allowed me to unlock the emotions of millions of customers. There is nothing more satisfying than unleashing the dreams of a gamer.

Thomas Van Velkinburgh's Current Company Details

Senior Technical Artist - Solving art production puzzles with effective solutions
Thomas Van Velkinburgh Work Experience Details
  • Velan Studios, Inc.
    Senior Technical Artist
    Velan Studios, Inc. Mar 2019 - Apr 2024
    Troy, New York, United States
    Mario Kart Live : Home Circuit:⦁ Rig and integrate characters and vehicles for use in an AR remote control car gaming experience⦁ Create and integrate environment assets⦁ Design and produce UI elementsKnockout City⦁ Character skin weighting, asset integration and rig development for physics simulationcovering a wide variety and number of outifits, hair styles, glasses and other accessories⦁ Rigged, applied skin weighting, and refined art pipeline flow for gliders and team vehicleswhile consulting on asset construction for maximum compatibility with game systemsUnannounced AAA Fantasy RPGUnannounced Mixed Reality ProjectProject Experimentation with Internal Engine: Viper
  • Mercenary Technology
    Senior Technical Artist
    Mercenary Technology Jun 2017 - Jul 2018
    San Francisco Bay Area
    Spyro Reignited Trilogy:• Character animation in MayaWorld Of Tanks Excalibur for Windows:• Create and integrate Havok destructible objects• Vehicle asset integration• Vehicle geometry refinement• Vehicle materials development• Level of detail wrangling for 1000+ objects• Production design for refactoring assets to PS4 and XboxOne
  • Qc Games Inc
    Technical Artist - Contract
    Qc Games Inc Aug 2016 - Nov 2016
    Austin, Texas Area
    Breach pre-production design and visual target development - Unreal Engine 4• Particle and environment VFX from design and creation to placement• Materials development in Blueprint• Environment modeling for modular environment assets
  • Mercenary Technology
    Senior Technical Artist
    Mercenary Technology Nov 2014 - Mar 2016
    San Mateo, Ca
    Published title: Call of Duty III – Black Ops for PS3 and Xbox• Assigned to engineering team to help bring game systems online• Worked extensively in the Call of Duty game engine and Radiant tool set editing game levels to optimize performance and lighting• Downsized game assets in Maya, Simplygon and Photoshop• Established art conversion techniques for asset reduction• Assisted in the interview and hiring process for artist candidatesPrototype VR game concept:• Created 2d and 3d environment and vehicle assets for an Unreal Engine 4 based VR prototype using Maya, 3ds Max, Substance Painter• Created materials shaders in UE4• Created UE4 Blueprint based physics reactive and functional objects• Designed look and feel and applied lighting in UE4• Created particle effects in UE4 from concept to completion and implementation
  • Gazillion Entertainment
    Senior Technical Artist
    Gazillion Entertainment May 2012 - Nov 2014
    Foster City, Ca
    Published title: Marvel Super Hero Squad, a licensed Marvel product• Technical art lead taking over the development of this Unity engine game• Worked with Marvel licensing team• Learned from and worked with previously contracted outsourcing teams• Rigged heroes, villains, sidekicks, minions, weapons, vehicles, citizens, contraptions, bombs, bats, rats and other fantastic objects in 3ds Max• Concocted heroic particle effects in my basement laboratory, integrated character audio KABANG, created fun rewards for heroes who defeat bosses• Built character databases that defined game play including heroic powers and combat design, KAPOW!• Stretch goal achieved: Defeated Dr. Doom while playing as Mr. Fantastic
  • Envie Interactive
    Senior Technical Artist
    Envie Interactive May 2010 - Jan 2012
    Sunnyvale, California
    Published title; VIE The Virtual Island of Entertainment• Revised design significantly improving an existing character pipeline• Extensive character rigging and asset creation in 3ds Max• Teamed with engineering and production staff to refine work flow• Developed technical guidelines and documents for outsourcing vendors• Managed incoming art assets to ensure high quality results• Created in the Bigworld MMO game engine
  • Activision
    Senior Technical Artist
    Activision 2005 - 2010
    Underground Development
    Published games include Guitar Hero: Van Halen, Quake Wars: Enemy Territory PS3 and X-Men 3: The Official Game• Principal instrument artist on Guitar Hero: Van Halen• Outsourcing art manager for Wii and PS2 versions of GH: Van Halen• Solo artist and final level designer while porting id software's Enemy Territory PC game to the PS3• Technical art and level design during the development of X-Men 3• Primary liaison between engineering group and art teams• Partnered with team leaders to develop and enforce project guidelines
  • Electronic Arts (Ea)
    Technical Artist
    Electronic Arts (Ea) 2002 - 2005
    Redwood Shores Campus
    Published games include 007 James Bond: From Russia with Love and 007 James Bond: Everything or Nothing• Orchestrated deployment of Renderware game engine to dev team• Instrumental in the creation of primary character game play elements• Worked with animation, character and engineering teams to manage and integrate large numbers of motions• Character Control and object events editor including audio, special effects, controller rumbles and a wide variety of game play elements
  • Sierra On-Line
    Senior Game Artist/Art Director
    Sierra On-Line 1991 - 2001
    Credited games while working at Sierra On-line: Dynamix.• Tribes 2 2001: Windows• 3D Ultra Train Town 1999: Windows• Starsiege: Tribes 1998: Windows• Front Page Sports: Baseball Pro ’98: Windows*• Cyberstorm 2: Corporate Wars 1998: Windows• Driver’s Education ’98: Windows• Front Page Sports Football Pro ‘97: Windows• Front Page Sports Golf 1997: Windows• Front Page Sports Football Pro ‘96: Windows• Front Page Sports Baseball Pro ‘96: Windows• Front Page Sports Football Pro ’95: Windows• Front Page Sports Baseball Stadiums and Legends 1994: PC DOS, Windows• Front Page Sports: Baseball 1994: PC DOS, Windows• Command: Aces of the Deep 1994: PC DOS, Windows• Sierra Soccer: World Challenge Edition 1994: Amiga*• Front Page Sports Football Pro 1993: Windows• Betrayal at Krondor 1993: PC DOS• Aces of the Pacific: 1992 PC DOS• Front Page Sports Football 1992: PC DOS• The Adventures of Willy Beamish: 1991 PC DOS, Amiga, Macintosh, Sega CD• Heart of China: 1991 PC DOS, Amiga, Macintosh• Rise of the Dragon: 1991 PC DOS, Amiga, Sega*Art direction on FPS Baseball '98 and Sierra Soccer World Challenge

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Thomas Van Velkinburgh's current role is Senior Technical Artist - Solving art production puzzles with effective solutions.

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