Shawn P. Kawa Senior Effects Artist/Fine Artist/Instructor 2337 Ortega St. San Francisco, CA 94122 Ph: 1-773-575-8475 shawnkawa@gmail.com Web Portfolios: Digital http://peoplemuver.com/FX/index.html Fine Arts http://www.kawaart.com Music http://www.peoplemuver.com/ http://www.soundcloud.com/kawa SKILLS DIGITAL ART Proficient in software including Unreal game engine, Maya, 3D Studio Max, shake, Deep Paint 3D, Photoshop, Combustion, After Effects, Premiere, and various in-house software and game engines. Other Valuable Skills and Assets: - 10 years of effect experience, 4 years lead effects experience - 4 years Unreal engine experience - Experience with scheduling effects task list in general and for teams - Fluent with Real Flow - Fluent in Mel and Max scripting and expression writing - Fluent with many "in-house" scripting and XML - Experienced working many platforms including 360 Xeon, Wii, Xbox, PS2, PC, Game Cube, and PSP - Experienced working with programmers to develop new tools and software - Worked on 11 different game titles, 7 of which shipped - Quick to learn new software; usually begins making in-game FX for a project within 1-2 weeks - Works well as part of a team; creative and fun to work with - Digital photography and image digitizing TRADITIONAL ART - Shown artwork in several galleries in San Francisco and Chicago - Excellent traditional art skills including drawing and painting using various media - 18 years of Martial Arts training with 3 years teaching experience - Experience with music production and DJing - Runs peoplemuver promotions/record label EDUCATION College for Creative Studies, Detroit, MI Animation and Digital Media, 4 years St. Clair Community College, Port Huron, MI Fine Arts, 2 years Gallery showings Slaymaker Gallery, September 25th, 2010 934 West Roscoe Chicago, IL 60657 Black Walnut Gallery, September 2008 220 N. Aberdeen Chicago, IL 60607 312.286.2307 Fenario Gallery, January 2007 881 Willamette Eugene, OR 97401 541.687.9333 Digital EXPERIENCE Warner Brothers Games (fm. Midway Games), Chicago, IL, 06/08–05/12 Senior Effect Artist, fulltime employee Arkham City Lockdown, iOS title for iphone, ipad, itouch - Tech. direction on effect shots - Concept effects - Created real time in-game effects and rendered cinematics; Production included modeling, concept, texturing, and particles and dynamics using Maya, Max, in-house, Photoshop and Shake, Unreal engine Mortal Kombat 9 , new gen title with Unreal engine - Tech direction on effect shots - Concept effects - Created real time in-game effects and rendered cinematics; Production included modeling, concept, texturing, and particles and dynamics using Maya, Max, in-house, Photoshop and Shake, Unreal engine Mortal Kombat vs DC Universe, new gen title with Unreal engine - Tech direction on effect shots - Concept effects - Created real time in-game effects and rendered cinematics; Production included modeling, concept, texturing, and particles and dynamics using Maya, Max, in-house, Photoshop and Shake, Unreal engine Yager Development, Berlin, Germany, 07/07–04/08 Lead Effect artist, fulltime employee - Worked on an un-released third-person shooter new gen title with Unreal engine - Scheduled effects task list in general and for the team - Tech direction on all effect shots - Created real time in-game effects and rendered cinematics; Production included modeling, concept, texturing, and particles and dynamics using Maya, Max, in house, Photoshop and Shake, Unreal engine - Helped develop tools with programmers later used by the team for in-house production Activision, San Mateo, CA, 09/04–01/07 Xmen 3 and Shrek 3, new gen movie titles Lead Effect artist, fulltime employee - Scheduling effects task list for Shrek 3 - Tech direction on effect shots - Created real time in-game effects and rendered cinematics; Production included modeling, concept, texturing, and particles and dynamics using Maya, in house, Photoshop and Shake. - Helped develop tools with programmers later used by the team for in-house production Mondo Media, San Francisco, CA, 05/04–09/04 Fulltime freelance employee - Created effects for rendered cinematics for Ages of Empires III; Production included effects for musket gunfire to environmental effects using Maya and Shake Electronic Arts, Redwood City, CA, 01/03–05/04 Effects Animator, fulltime employee - Return of the King and Lord of the Rings role playing game (all platforms) - Created real time in-game effects and rendered cinematic's Production included modeling, texturing, and particles and dynamics using Maya, in house, Photoshop and Shake - Helped develop tools with programmers later used by the team for in-house production Tremor Enterainment, Burbank, CA, 02/01–09/02 Effects Animator, fulltime employee Unseen (an Xbox title) - Created real time in-game effects and rendered cinematics. Production included modeling, texturing, lighting, and particles/dynamics, using 3D studio Max, Photoshop and combustion. Bright Light Productions, Online 01/02–08/02 Lead Textures Artist - Worked on a team developing a first person shooter game - Painted textures for the environments within the game - modeling and lighting levels Digital Dust, Detroit, MI, 05/00–05/01 - Worked with a team on the animated short “Landcruising” - Played an integral part in the conception of the script and storyboarding. - Worked on concept drawings, modeling, texturing, lighting and animation. Created all of the particle and dynamic effects for the entire piece. College for Creative Studies, Detroit, MI, 08/00-08/01 -Tutoring and workshops in Maya and Photoshop -Instructor of Maya and 3D Studio Max classes Destination Earth, LLC, Detroit, MI, 02/00–05/00 - worked in the art department painting props and creating sets for "Second Chance"