PS2 NS Art Team Structure

Art Lead: (AB)

Work with the Producers, Lead programmer, Character Lead, Animation Lead and Environment Lead in defining art directions, planning art pipeline process and task scheduling of all art requirements in current and future project. Work closely with each member of the art team to evaluate, identify and solve all art issues and plan how to best execute solutions. Organize the art assets and insure the quality, accuracy, consistency and continuity of all art assets required for the success of the game.

Character Lead: ( MB)

Character Team Members: MB, RV, NF, BT

He is responsible for the development of all player models and textures, LOD models and textures, creation of all the uniforms and game props and creation of visual phonemes (Visemes) and facial expressions modeling. Works with the Producer, Art lead and Lead Programmer in defining character models poly-counts, planning and optimizing character models data size, implementing all character modeling and texturing needs. Setting up monthly milestone and task scheduling of the all character modeling and texturing requirements in current and future project. Works closely with each lead to evaluate, identify and implement all character modeling and texturing issues and plan how to best execute them. Utilize Maya, Photoshop, DeepPaint and Optipix software in the development of the art assets.

Animation Lead: (NW)

Animation Team Members: NW, JS, New Hire

He is responsible for the development of character animations, speech and facial expressions and supervision of the animators. Work with the Producer, Art lead and Lead Programmer in defining animation flowchart structure, planning and supervising motion-capture sessions, optimizing animation data size, implementing all animations needs and planning animation production pipeline process. Setting up monthly milestone and task scheduling of the all animation requirements in current and future project. Work closely with each lead to evaluate, identify and implement all animation issues and plan how to best execute them. Utilize Maya and Filmbox software in the development of the art assets.

Environment Lead: (JQ)

Environment Team Members: JQ, MB, JS

He is responsible for the development of stadiums modeling, texturing and lighting and the supervision of the environment artists. Work with the Producer, Art lead and Lead Programmer in defining and implementing blind data attributes, optimizing texture space, developing interactive environment features and special effects directions, planning production pipeline process, setting up monthly milestone and task scheduling of the stadiums art requirements in current and future project. Work closely with each lead to evaluate, identify and implement all stadiums art issues and plan how to best execute them. Utilize Maya, PhotoShop and Optipix software in the development of the art assets.

Interface Lead: (DS )

Interface Team Members: DS, New Hire

He is responsible for the development of Front End and In-Game interface art and supervision of interface artists. Work with the Producer, Art lead and Interface Programmers in defining Game Interface directions, planning production pipeline process, setting up monthly milestone and task scheduling of the Front End and In-Game interface art requirements in current and future project. Work closely with each lead to evaluate, identify and implement all interface art issues and plan how to best execute them. Utilize Flash, Photoshop and Optipix software in the development of the art assets. Contributes to the unified Sports look and implements the mandated design.