CHUK VINSON
- ART DIRECTION
- LEADERSHIP
- COMMUNICATION
- TEAMWORK
- CONCEPT DESIGN
- HANDS ON PROTOTYPING
- CUSTOMIZATION TECH
- OUTSOURCE MANAGEMENT
I have worked on 7 shipped titles (shipped meaning at least Early Access) since my first game development job in 2000.
Global Agenda
Tribes Ascend
SMITE
Realm Royale
Prophecy
Starsiege Deadzone
Tribes III Rivals (Current)
I was the Art Director on all projects except for Tribes Ascend, where I was lead FX Artist
One of my primary focuses has been modular, customizable character assets. For DeadZone / Tribes III we achieved a system that allows for a single contiguous character mesh built on the fly using 5 different character components. A dynamic customizable PBR based material solution allows for total dye customization and rendering of the whole character in a single draw call.
I have been gaming since I was old enough to do so. This very quickly transitioned into making games with whatever media was available to me (usually paper and colored pencils). In middle school I moved onto DnD and early Apple crude game design programs. In high school, I coded MUD realms. In college I majored in Computer Art and Design, focusing when I could on the burgeoning game development tracks.
For my final college Independent Study, I talked my professors into letting me ignore all work outside of my Playstation 1 game, and I completed it in my final semester by working 80 hrs a week. The game was Gunship 360 - it was a top-down 2D twin stick horde shooter with powerups.
In short, I make games because I MUST and I always have. I am that device and it does what it is meant to do!
My initial foray into real game development was in 2000 at a very small dev studio in Atlanta called Heuristic Park. It was an extremely unstable environment, but I did get a very valuable crash course in... everything. I did concept, modelling, texturing, rigging, animating, FX and level design.
After Heuristic Park's dissolution, I transitioned to Hi-Rez Studios where - for 15 years - I worked as a Jack-of-All-Trades, FX Director, and Art Director on a wide variety of projects: Global Agenda (AD and FX Director) Tribes Ascend (FX Director) SMITE (AD and FX Director) and Realm Royale (AD).
I spent most of my career making big projects with very small teams, often with no middle management layer (meaning I could have 10-20 direct reports).
During the SMITE era, I ran a very large team of 60+ artists, directing a team of department leads and interfacing with all the components of a very large art machine. We built SMITE from a fledgling grass roots community based game, to a large MOBA E-Sport with a very dedicated fanbase. As much content as you could make, SMITE players would buy.
From there, I transitioned alongside the founder of the company to Prophecy Games. We have produce 2 unshipped titles, one half-shipped title, and two shipped titles (Deadzone and Tribes 3). At Prophecy, I again run a small, agile team that specializes in very very rapid prototyping and development. I am very involved in the day to day production - meeting with leadership, tasking artists, and providing all artists with daily and immediate feedback. In the spaces between, I focus on my own development tasks - building model prototypes, developing shader and customization systems, rendering marketing imagery, directing cinematics, and generating and painting concept art.
An insider look into the functions of the Tribes 3 Cosmetic Skin Generator.
The design and implementation of this system and its supporting asset network has been one of my primary focuses over the past year and a half.
Suit cosmetics for each class (L/M/H) randomly generate a helmet, chest armor, bodysuit, arms and legs. A MIC spinoff of the master material is then applied to give the armor a unique finish/paint/cloth/trim visual appearance and then the whole character is welded together at
We had a VERY short timetable request for an official trailer for Tribes III.
We did this internally in 3 weeks using 3 artists. Initial cinematic was created using in game assets in Unreal Editor 5 sequence and gameplay montage was compiled from community gameplay footage.
I storyboarded, directed, and coordinated this trailer alongside a team of amazing talented animators, FX artists, production editor and sound designer.
This was a second trailer we created internally to support marketing for the Tribes 3 Early Access launch. Initial cinematic was created using in game assets in Unreal Editor 5 sequence and gameplay montages were compiled from community gameplay footage.
Due to the even shorter timetable, we "skinned" some of the original cinematic sequences with new characters, camera angles and map locations.
404.520.1175
Copyright © 2024 CHUK Vinson
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.