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________________________________________________________________________________

Musa Sayyed
Foster City, CA 94404
musa@musa3d.com
smmusa@hotmail.com
http://www.musa3d.com



   
 

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Professional Experience:


LucasArts.                Presidio, San Francisco
2010-Present     Lead Artist                              Unannounced title

Art Quality & Organization:

  • Managed Art Team to make sure the highest quality Art is delivered.
  • Worked closely with the Art Director, Concept & Character Artists & Animators to make sure that highest quality art work is produced in the most efficient way. Defined Art Pillars for the game.
  • Worked across disciple to figure out Art dependencies & informed other disciplines about the art requirements. Defined monthly Art Schedules with weekly breakdowns following the dependencies.
  • Defined  team structure & also the staffing requirements for the project’s immediate & future needs.
  • Worked on testing the pipe line early in the project. Informed Technical Art about the Art requirements & challenges early in the project.
  • Applied & tailored the SCRUM process for Art Team following the Scrum master training.

Art Feedback:
Weekly Art Review Meetings:

  • Organized a unified weekly Art Meetings for all the artists to promote the exposure across disciplines within art. Provided very specific feedback to the artists on the progress & also helped them with any technical issues during the meeting or offline.

Art Style Guides:

  • Created Art Style Guides for Characters, Locations, Weapons, Vfx & Animation. The guides Provide useful Artistic & Technical data to build the game.

Brainstorms/ Inter Discipline Communication:

  • Setup Brainstorm Sessions early in the Project to provide design with more ideas & reference for their future plans. These included Brainstorms focused on Locations, Weapons & Characters.

2008-2010         Lead Environment Artist       StarWars Force Unleashed 2,
                                                                     StarWars ForceUnleashed (Ultimate Sith Edition.)

Out-Sourcing:

  • Worked with Production & Technical Art Group to get the outsourcing planned & tested. To streamline the outsourcing & minimize overhead on internal Art & Production, bundled packages & spec sheets were used. This turned out to be very efficient & economical during the Production phase. Provided feedback on the outsourced objects & integrated all geo in the game.

 Tools Improvement:

  • Provided feedback to the shared Tech efforts to improve the Environment Art Workflows & Pipeline. This included providing the requirement docs to the RnD group & also showing click by click demos to highlight issues in the workflow. Also helped the engineering team set the priorities on the task list generated from the requirement docs & click by click demos.
  • Managed & lead the Art team for the DLC  (Downloadable Content Xbox360 & PS3).  Helped production to Layout the Project schedule. Followed & tracked the Environment Art schedule on weekly basis. Reallocated resources or made cuts in certain areas to stay on target.  Finished & polished the level Art based on the design layout.
  • Helped Environment artists with their annual & quarterly goal & reviews.
  • Worked with Production to outsource props. Created reference/Spec sheets for outsourced assets. Provided on-going feedback to tools engineers to make the Environment Art workflow faster & more fluid.  

 

2006-2008         Senior Environment Artist      StarWars - The Force Unleashed

  • Mentored & provided support to the Environment Artists whenever needed. This included demonstrating use of advanced next-generation internal & external tools (Zeno, Z-Brush & Maya).  Provided art direction to junior artists when necessary.
    Provided updates to the Environment Art team regarding the latest development in the internal productions tools. Provided Art TD’s, Engineers & QA  feed back to improve internal production tools. Primary focus was making the art pipeline more efficient & productive & also improving Lighting & Shading quality & workflow.
  • Built & polished the assigned worlds in a way that truly demonstrated the Quality of Next-Gen Production. This included Modeling, Lighting, Shader creation, Texturing & Optimization for Xbox360 & Ps3. 

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Activision.                Foster City, CA

01/2006 to 04/2006        Lead Lighting Artist                                                    XMen-3

  • Polished the game environments for final pass lighting. This included setting & tweaking full-screen effect like HDR, Fog & color adjustment.

                                   
04/2005 to 01/2006        Lead Environment Artist/Interim Art Director          XMen-4

  • Lead the concept team during the Pre Production phase of Xmen-4.
  • Worked with the Project Lead & concept team to define look for the PreVis for Xmen-4. Also provided direction for the early character concepts.
  • Worked with the Art Director to finalize the pre-production demo for XMen-4.  Learned Unreal3 editor & Z-Brush & helped the junior artist to familiarize them with the new Editor & Z-Brush.
  • Created Next-Gen demo using the editor in 5 weeks. 

04/2004 to 04/2005        Lead Environment Artist         IronMan

  • Lead the Environment Art Team to generate assets & build Environments and worlds.
  • Worked with the engineers to refine the pipeline & improve visual quality.
  • Trained the new artist on production tools and engine/export pipeline.

12/2002 to 04/2004        Senior Environment Artist      XXX, IronMan

  • Created levels using 3dsmax & Photoshop.

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The Collective.        Newport Beach, CA
06/2002 to 12/2002        3d Environment Artist                        Career Criminal

  • Conceptualized, Modeled, Lit & Textured 3d Environments for Xbox & PS2.

   

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SoftMirage Inc.       Los Angeles, CA

11/2001 to 06/2002        Senior 3d Artist                                  

  • Work involved Modeling, Texturing, Lighting & Animating Buildings & 3d environments.
  • Post Production included Composting 2d elements into 3d. 
  • Also organized weekly tutorials to teach other co-workers 3dsmax & After Effects.

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 Academy of Art University           .           San Francisco, CA

03/2001 to 06/2001        Teacher’s Assistant                           

  • Assisted two instructors for Maya 1 undergraduate classes. Assistance was required by the Animation instructors in the areas of Modeling & Texturing.

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Isbah Hassan & Associates.        Lahore, Pakistan

03/1999- 03/2000          Architect                                             .

  • 1-year experience as an Architect. Work involved Designing, 3d Animations, Client Dealing, Office Management & Site Visits.

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Education:
2010                             Certified Scrum Master (Scrum Alliance)
2009                             Project Management Mastery (IPS Learning)
08/2000- 06/2001          Studied at the Academy of Art College, San Francisco in the Graduate program for Computer Arts.
G.P.A 3.6
03/1994- 03/1999          National College of Arts, Lahore, Pakistan
B. Architecture 1999
Passed with Distinction

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Publications & Awards:
“Maya 4.0 Fundamentals”. Pg: 244-245
“Computer Graphica”. Cover Page
“Animago Awards 2002 “Best Architectural Visual”
Finalist in the “Academy of Art University Spring show”

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 Additional Information:
References will be furnished upon request.

 
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