Frank
Pusateri
Art
Director /Sr.
Artist
Work
Experience:
Babaroga
LLC-
Chicago,
IL
Feb. 2012 – Present Day
(IOS,Android,
Window 8)
Art Director:
As art director, I am responsible for creating and
implementing the visual design elements associated with, but not
exclusive to 1.) Product aesthetic 2.) brand positioning 3.) public
relations 4.)strategic marketing. In an effort to provide vision to
Barbaroga's unique presence in the video game industry.
As the chief liaison between the publisher and our in
house design professionals, it is my job to be able to understand a
client’s concerns and ensure its development by the art staff . As
well as providing a cross synergistic approach ,to the art creation,
with the other disciplines involved in making our video games. I
provide this vision through clear communication by clarifying and
honing abstract ideas visually and lyrically into a focused
direction.
Other duties under my title also include the creation
and administration of project schedules and budgets. It is my
responsibility to maximize the financial resources of both the
client and employer across any given project. As well, I strive to
achieve the highest earnings through both educated and innovative
direction.
On any given day, I may find myself designing
promotional, advertising and public relations materials. Provide
game proposal kits from a visual stand point. Create all
encompassing art style guides complete with concepting efforts. As
well as review the art team’s performance and production for
several in tandem projects.
Additional endeavors include collaborating with other
marketing and creative departments as outsourcing works made its way
into our project goals. At that stage it became even more crucial
that I oversaw developing and refining our project budgets.
In addition to these duties I also make it my
responsibility to keep up the team morale. I do this by keeping a
positive spin on every challenge and keep in keen touch with the
levels of confidence, enthusiasm, and discipline coming from each
one of the artists I am fortunate enough to lead.
It has been my desire and due diligence to make
Babaroga a major name in the video gaming industry on a global scale.
Production Artist:
As production artist at Babaroga my role includes, but
is not limited to, modeling, texturing, and collaborating with
designers and technical artists in the design and development of:
Character creation
Concept creation
Game world environments
World/Environment Lighting
Set dress and prop creation
I am responsible for ensuring that the art I create is
an accurate representation of any concept art provided. Weather my
own concept or a concept provided by someone else. I also strive to ensure
that my art is of a high level of visual quality and meets all
technical requirements. I work in collaboration with the rest of the
team to create the highest quality game art possible within the time
constraints provided.
From
both the perspective of art director and production artist I consider
myself to be a positive contributor to group discussions and team
goals.
Day
1 Studios, LLC -
Chicago,
IL
Mar. 2000- Dec. 2011
F.E.A.R
3 ( PS3, XBOX 360, PC)
Sr.
Environment Artist / Level Lead (Art)
Designing,
conceptualizing, and implementing environments and assets
Working
directly with Level Lead (Designer) in creating full level
experience
Lighting
, aesthetics and mood implementation
Managing
environment modelers for final asset creation and implementation
Collaborating
with cinematic, scripting and sound teams for full level experience
Technical
management for performance and memory
Final
level set dress and polish
Over
saw and scheduled tasks for the multiplayer effort from the art
standpaint working directly with our client, WB interactive. As
well as worked on the production of the multiplayer in addition to
the singleplayer effort.
Fracture
(PS3, XBOX 360)
Sr.
Environment Artist / Level Lead (Art)
Designing,
conceptualizing, and implementing environments and assets
Working
directly with Level Lead (Designer) in creating full level
experience
Lighting
, aesthetics and mood implementation
Concept
creation for game mechanics as well as prototype implementation to
final implementation
Managing
environment modelers for asset creation and implementation
Technical
management for performance and memory
Final
level set dress and polish
Sole
artist on the entire multiplayer effort working with a modest sized
design team in addition to the single player effort.
MechAssault
2 (XBOX)
Sr.
Environment Artist / Level Lead (Art)
Designing,
conceptualizing, and implementing environments and assets
Character
creation from concept to final implementation
Working
directly with Level Lead (Designer) in creating full level
experience
Managing
environment modelers for asset creation and implementation
Technical
management for performance and memory
Final
level set dress and polish
One
of two artists to execute on the multiplayer effort in addition to
the singleplayer effort.
MechAssault
(XBOX)
Sr.
Environment Artist / Level Lead (Art)
Designing,
conceptualizing, and implementing environments and assets
Character
creation from concept to final implementation
Prototype
implementation of core game mechanics to final implementation
Working
directly with Level Lead (Designer) in creating full level
experience
Managing
environment modelers for asset creation and implementation
Technical
management for performance and memory
Final
level set dress and polish
One
of two artists to execute on the multiplayer effort in addition to
the singleplayer effort.
Bungie
Software-
Chicago,
IL Mar. 1995 - Jan. 2000
Halo
(XBOX)
Lead
Environment Artist worked on it for 1 year to go into a Senior level
lead Art position on a project code named Siege created in the Halo
engine.
On Halo I did
level creation and conceptualization of alien environments.
Responsibilities
on Siege included level look and creation , character
conceptualization and creation
Myth
2 Soulblighter (Mac, PC)
Level
Lead (Art)/Character conceptualization and creation, Game play
design
Designing,
conceptualizing, and implementing environments and assets
Character
creation from concept to final implementation
Working
directly with Level Lead (Designer) as well as designing and
creating full level experience
Technical
management for performance and memory
Final
level set dress and polish
Myth
the Fallen Lords (Mac later ported to PC)
Level
Lead (Art)/ Character conceptualization and creation, Game play
Design
Designing,
conceptualizing, and implementing environments and assets
Character
creation from concept to final implementation
Prototype
implementation of core game mechanics to final implementation
Working
directly with Level Lead (Designer) as well as designing and
creating full level experience
Technical
management for performance and memory
Final
level set dress and polish
Marathon
Durandal (Mac later ported to PC)
Education: American
Art Academy
(1989-1993)
Course
Work: Fine Art and Illustration
Chicago,
IL
References:
Anthony Rod Senior Engineer
ARod@wbgames.com
Tony Loquercio Senior Designer
TLoquercio@wbgames.com
Mike Lee Senior Designer
Mlee@wbgames.com
Willam Kowach Senior Lead Environment
wkowach@phosphorgames.com
Denny
Thorley Senior VP
Andrew J. Hura Environment art lead
Gabe
Bott Tech Art Lead
TJWagner Creative Producer
t_wagner@wargaming.net 312-258-0500
Peter Kennedy Lead engineer
pkennedy@babaroga.com
John Ybarra Environment Lead
jybarra@babaroga.com
Heather Smith lead 2D artist
hsmith@babaroga.com
Peter
Kennedy Lead Engineer
jybarra
lead environment
Chad
Thelen Senior Artist
chad.thelen@highvoltage.com
Jason
Segarra Engineer
Jason.Segarra@highvoltage.com
I can provide more references if needed.
773-681-0488