Bernie's Business Card

Overview: Objective - Education - Experience - Skills - Releated Background - Samples - Bio

OBJECTIVE: To obtain a challenging full-time position as a 3D animator/modeler, and to help in the development of the world wide web through design and technology.

EDUCATION:

EXPERIENCE:

SKILLS:

RELATED BACKGROUND:

SAMPLES:
New!! See some of my sample work from my last place of employment...
Julian's Sketches My Pals
See how I take Julian's (the concept artist) work from 2D to 3D.. Click on the pictures to see a full size version!!
Battery Capacitor NC Hammer Scuzzy Snake Spin Boxer
Here are some bigger shots of individual characters... All characters were built in Wavefront 3Design and are well under the 350 poly limitation given, with most being around 200 poly's!!!
Jumper
Here are some animations of individual characters... Again, all characters were built in Wavefront 3Design and are well under the 350 poly limitation given, with most being around 200 poly's!!!

You can see the products I made, as well as the artwork for them on my Newton Products page as well as my Newtopoly page....

Here's my interactive resume. (2meg)
It contains several games, art samples, and resume info prior to Namco.

Here are some sample animations..they are quicktime movies...

DefJam Shotgun Ride Blatent Advertising copyright Sega

Or, get ALL the movies AND the interactive resume in a .zip format here! (3.5 meg)

New!! Check out an A/W Composer demo Beautiful Portrait

Also check out my Shockwave page for examples of my Lingo programming.

BIO:
Since completing my 3D education in Vancouver, Canada I have worked for two firms: Up Software and Namco Hometek Inc.

Up Software, located in San Francisco, does multimedia development primarily oriented towards career planning. I was converting an old Mac version of their software Jumpstart Your Job Skills to Macromedia's Director for easy cross-platform changes. This software was used to help people who have never been in the work force to understand what basic skills are needed, and teach them as well. It also helps to create resumes with information tailored to an individuals career path. It includes many online tests, including a typing test, as well as many interactive tests presented as games or challenges to make it fun as well as educational. I was the main programmer of the Lingo code and conversion from Hypertext, and conversion of all art as well as creating new art.

Namco Hometek Inc., located in San Jose, does American distribution for Namco Ltd. of home system games, as well as creation of home system games. When I was hired at Namco, they were having problems communicating with their Saturn programmer, and hired me primarily for my technical background as an interface between the programmer and the art team in hopes of finishing the game CyberSled for the Sega Saturn. At the same time another programmer was hired and our art team of four artists and art director were to port the art to the PC at the same time we did it for the Saturn. We were around 60% complete when the Saturn programmer quit and our project was sent to a company in England for the programming to be finished. Shortly after, the PC DOS version was converted into a Win95 version to be boxed with a specialized video card. The video card could not be completed, so the project was put on permanent hold. After this happened, we came up with a new game design, and it was pre-approved by Namco Ltd. to be made for the Sony PlayStation. This project is confidential, and all I can say is that it is a 3D Pacman game called Ghost Zone, and it has been announced in magazines, and recently at E3 in Atlanta. Pacman is a very sensitive issue with Japan, being their pride and joy, and I hope you can understand my hesitation in not disclosing any more about it. What I can say about it is that I have created most of the standards used for delivery of art to the programmers. I have also modelled and animated many 3D characters, and 3D levels for the game. I use Wavefront software (model, preview, 3design, kinemation, composer, dynamation) on a daily basis using an SGI Indy r5000, but could easily adapt to any software package in a very short amount of time. Since I am one of the most technical artists on the team, I have been SGI Administrator for our art team. Each artist has their own SGI, our department containing 6 Indy r5000's, 3 O2's and an Indigo2 for a total of 10 computers, for which I manage the software that is installed as well as troubleshooting when there are problems with them. I have even done hardware upgrades on them, as well as updated their operating systems from IRIX 5.3 to IRIX 6.2. Although my 2D art skills are nothing compared to my 3D art skills, they have shown great improvement from when I was originally hired. Creating texture maps is not really my forte although I use Photoshop daily, but my video compositing has improved considerably with the use of A/W's Composer. I also started up Namco's web site which now gets hundreds of thousands of hits every month located at www.namco.com.

Newton Development was a good choice for me, because just as Namco was letting go most of its development team, Apple was letting go of most of its Newton Development team, and the final act from Newton-Inc. before Steve Jobs aborted them was to release all the Newton development tools for free. It took me about a month to become familiar with the operating system and tools, and soon enough I was writing my own Newton products. Once I had registered my Newton signature, BBUnLtd, I became an official Newton Developer, and started on a fantastic project which was going to fill my time for the next six months. Newtopoly was the game I came up with after Hasbro had let me know they were not interested in development on a discontinued platform. But since Monopoly had lost its copyrights (you only get 50 years) all that was left was trademarks on the board set and pieces.. So I made my own, the Silicon Valley set!! Even after Apple decided to discontinue the Newton in February, users had spent $1000.00 on their Newton, and were not about to stop using them, and they still continue to register products. All of my current Newton software can be found on my products page, although you will need a Newton to use them.

Overview: Objective - Education - Experience - Skills - Releated Background - Samples - Bio

Return to my home page here.


All material on this page is copyright 1996,1997,1998 by Mark Bernstone except for the SEGA logo blatent advertisment which is copyrighted by SEGA, and Monopoly which is Trademark of Hasbro.