Drew Medina - Digital Artist & Game Dev
Contact me below! Game Credits current (Sr. Lighting Artist) "working on the future of Tomb Raider" "Marvel's Avengers" (Sr. Lighting Artist) "Grand Theft Auto 5" (Sr. Enviro/Lighting) "MaxPayne 3"(studio art dir./Env.& lighting) "RedDead Redemption 2"(Enviro/lighting) "RedDead Redemption" (Sr. Environment art) "Bully Scholarship Ed."(art dir./Env art/tech) "Turok" (lead Environment & art) "Tomb Raider Legend" (Lead Environment & art) "The Matrix: Path of Neo"(Sr. Enviro art) "Enter The Matrix" (Environment art) "Need for speed Underground" (Environment art) "Test Drive Offroad: Wide Open" (Enviro art) "Smugglers Run" (Environment art) "Road Rash 64" (Environment art) "JetMoto 3" (Art Dir.,design & Enviro art) "Gauntlet Legends Arcade" (Environment art) "RollerForce VR" (Indie - Creator/AD) "iOmoon VR" (Indie - Creator/AD) Game Development Studios Crystal Dynamics (current and best!) Rockstar Games/Rockstar NE Headtrip Games MadDoc Studios Shiny Entertainment Electronic Arts / EA Games Angel Studios THQ / locomotive games Pacific Coast Power & Light Atari Games (original CoinOp - Milpitas CA)
Computer Experience IBM terminal (1981) In 3rd grade I was able to just play on a terminal, I fell in love with green characters on a black screen. I spent the time making ascii mountains by stacking layers of letters, I believe this moment sparked my love for computers. Atari 400/600XL/800XL (1982) I convinced my parents to get me an Atari400, oh those McDonalds keys! Somehow we got an Atari600, and eventually an Atari800XL. This is my favorite computer ever, I still check it out in emulation. I taught myself basic programming at 9yrs. old by copying pages of lines of code from "Compute!" magazine. I also used an Atari artist drawing tablet to draw pixel art and animations in EA's Animation app. I even had an Okimate color printer that took hours to print a color print. Apple II (1985) I was kicked out of computer class for making the screens and printers print endless text using basic, ended up in piano class. Apple Macintosh classic (1990) High School Photoshop 1 Amiga (early 90s) Renders and animation using Imagine VideoToaster video editing (early 90s) Editing for film class MOOG synthesizer (early 90s) 808 Synth effects and audio for film. Silicon Graphics SGI (mid 90s) Trained in Alias Wavefront but never got enough time on it, what a beast! Apple PowerMac (late 90s) I did lots of early 3D work using Strata StudioPro & Media100 video editing, working at editing houses and community art centers. PC's (2000s) Various PC software and tech: 3DMax, Maya, Zbrush, Unity, Blender, Resolve, Unreal4, Unreal5, Cakewalk, AE... VR (2015-present) Oculus Rift indie Dev, helped test and dev on all kits from CV1 to Final Rift. Also Dev'd on Oculus GearVR, Google Cardboard, HTC Vive Raspberry Pi: Emulation Looking Glass Holography: Light field stereoscopic 3D, holographic Realtime art and video production using Unity and RGBD imagery. 3D lenticular production: Creation of custom lenticular art prints using art, AI, depth and lenticular lenses. AI Art: DiscoDiffusion, Jax, Deepdream, VQGAN+CLIP, Pytti, BoostingMonocularDepth, RIFE/FILM, ebsynth, DallE2 |