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contact me: warby a-t gmx.net help make custom map creation financially viable. |
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soenke christian seidel
warby a-t gmx.net
born: oct. 02. 1983
spoken languages: german (native), english (fluent)
jan 2010 - current game director at exit strategy entertainment
aug 2009 - jan 2010 employed as art director at snapdragon games in hamburg germany
mar 2007 - june 2009 employed as level designer at io interactive copenhagen denmark
apr 2006 - mar 2007 freelance
oct 2004 - apr 2006 employed as lead-leveldesigner 2d/3d artist at windwardmark interactive llc in boston usa
aug 2004 - oct 2004 freelance
jan 2002 - aug 2004 employed as leveldesigner 2d/3d artist at nu*clearvision entertainment gmbh in braunschweig.
education: high-school degree.
i am experienced with the following tools:
- alias|wavefront/autodesk: maya 4.0-9.0(2008)
- discreet/autodesk: 3d studio max 4.0 -8.0
- adobe: photoshop 4.0 - 10.0(cs3)
- valve software: worldcraft (hammer) 2.1-3.5
- epic games Unreal Engine 2.0-3.0
- trinigy: vision sdk 1.0-2.0
- io interactive: glaciar engine 1.0
- emergent: gamebryo 2.2
- unity3d 1.0 - 2.6.1
highlights/details:
- december 2008: winner of io-interactives annual game industry predictions contest.among 200 industry professionals i had correctly forseen most events and trends of the year 2008.
- september 2008: miles asvachins sentinel mutator wins the make somethign unreal contest in the best mutator category using my models and textures.
- april 2008: io interactive and eidos release the "dopebag" multiplayer dlc for fragile alliance.
- mar 2007: started my work as a level designer at io-interactive in copenhagen.
- april 2007: de_wanda gets featured in the "g.e.e. magazine" (the german equivalent to the edge) marking the first time ever a custom map is featured in the magazin.
- januaray 2007: first place in cgtalks "shadow of the colossus" level design contest.
- december 2006: 2 weeks internship at snapdragon games in hamburg resulting in an offer for a fulltime position.
- november 2006: 1 weeks internship at ascaron-studio-2 in aachen resulting in an offer for a fulltime position.
- august 2006: dm_forbidden get voted 7th most innovative unreal map ever beating all official maps by epic and digital extremes.
- may 2006: ubi soft and nival interactive ship "heroes of might and magic 5" (including a character i helped porting from 3d studio max to maya)
- april 2006: begin of an 7 month freelance assignment for windwardmark interactive llc on alliance - the silent war.
- march 2006: commercial release of red orchestra over valve softwares online-distribution platform "steam". shortly followed by a retail release.
- january 2005: unreal-tournament 2004 custom model oscar recieves "honoarble mentioning" in the character-model category of epic & nvidias "1.000.000 $ make something unreal contest".red orchestra wins first place in epic & nvidias "1.000.000 $ make something unreal contest".
- october 2004: recieved a j1-visa from the us-embassy in berlin allowing me to work in the usa at windwardmark interactive llc for 18 month.
- august 2004: nu*clearvision entertainment gmbh. ships psychotoxic for the pc.
- july 2004: epic games david spalinski hands of the unfinished/cut unreal tournament 2004 map "dm_forbidden" to me to finish and polish and release to the community.
- june 2004: release of codename gordon over valve softwares online-distribution platform "steam". (end of contract work and support in july. actual release in may)
- may 2004: 3 unreal maps (ons-cbp2-yorda, ctf-cbp2-skorbut und dm-cbp2-koma) got included in epic games endorsed "community bonus pack" for unreal-tournament 2004.
- march 2004: freelance assignment from windwardmark interactive llc for the creation of graphic assets for the prototype of the game "alliance: the silent war" at the time based on unreal-engine technology resulting in an offer for a fulltime position.
- january 2004: begin of an 6 month freelance assignment for valve software on codename gordon.
- november 2003: release of the the first public version of project-timeless. including several of my levels, 3d models and textures.
- may 2003: release of the the first public version of red orchestra. including several of my textures, 3d models
- february 2003: freelance work as a 2d/3d artist for tripwire-interactive on the unreal-tournament mod "red-orchestra".
- january 2003: dm_frozen wins epic games endorsed "ownage" award.
- september 2001: 2 weeks internship as leveldesigner at nu*clearvision entertainment gmbh. in braunschweig resulting in an offer for a fulltime position.
- october 2001: de_leon wins the first place in the www.counter-strike.de "52 hours fast mapping contest".
- december 2000: 4 counter-strike maps (de_bahrain, de_silentoperation, cs_highsociety and cs_winternights) in a row score a perfect 10 out of 10 stars rating from www.counter-strike.de at the time the biggest game related website on earth messured by unique hits.
- september 2000: 2 weeks internship as graphics designer at the advertisment agency "philip & keuntje"( bmw, tv-movie e.t.c.) in hamburg.
- january 1999: 3 weeks internship as graphics designer at the advertisment agency "komm in die trillionen" in hamburg. (first experience with photoshop)
- july 1998: 2 weeks internship as filmset-architect and location-scout at the "zdf" in hamburg. (one of germanys government regulated network tv station.)
things i love and things i hate. view my public imdb vote history