Dodge Challenger Example
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Contact Information:

Ryse UI Example
Location: San Diego, California U.S.A.
Email: billy.chatterton@gmail.com
Website: www.billychatterton.com

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I am a game developer specializing in user interface and user experience with interests in modeling, and lighting. I have shipped multiple Xbox One titles including Gigantic and Ryse: Son of Rome. My passions lie in creating great gaming experiences through amazing visuals that draw the players in.
I have a Bachelor of Fine Arts Degree in Game Art and Design from the Art Institute of Seattle. My long term goals are to put these skills to work in the game industry collaborating to make breathtaking experiences that people never forget. I come from a technological customer service background giving me the ability to communicate with both technical and creatives alike.

Thank you for taking the time to check out my site, I hope you find something you enjoy!

Lighting Sample

Gigantic

I was contracted directly with Motiga to work on their Xbox One and Windows 10 title Gigantic. My main job was to take the provided wire frames and create the screens in Flash, then write the needed code to make them functional in ActionScript 3, UnrealScript and C++. I contributed to UX planning meetings both internally and with our Microsoft partners. This was my first opportunity to work closely with a Localization team and adjusting for multiple languages. I also worked closely with QA on bug reporting, tracking and fixing.

User Interface, Programming, Flash, Scaleform, Unreal Engine 3, ActionScript, UnrealScript, C++

Ryse: Son of Rome UI

I was contracted at Microsoft to work on Crytek's Xbox One launch title. My main job was to take the wire frames provided and re-create them in Flash. Using ActionScript 2 through the Scaleform middleware the screens were brought into CryEngine 3 and made functional in game. I worked closely with Crytek's German studio including two trips to Frankfurt. Towards the end of the project I worked closely with Xbox Live programmers to ensure multiplayer screens relayed the complex game state changes during matchmaking accurately.

User Interface, Programming, Flash, Scaleform, CryEngine, ActionScript, C++

Unity Proof of Concept

This video shows a proof of concept build I created to improve my skills with the Unity engine, be able to build and deploy to Android, and work with motion controls. I also replaced the built in physics system with collision mesh, ray tracing calls and collision volumes to keep the player on the desired path. Currently, I have abandoned the project due to lighting limitations in the free version of Unity, but may move forward in Unreal 4 at some point. I tried a lot of new things and this was a very successful personal project.

Game Design, Programming, Unity, C#, Android

Scaleform User Interface in the Unreal Engine

This was a group class project that I worked on at the Art Institute. I was responsible for the functionality of the User Interface. The main UI was created in Flash, and used the Scaleform middleware to communicate with the Unreal Development Kit. Trigger volumes were placed in the map and events had to be passed back and forth between Flash and Unreal using Kismet. Most of the artwork was handled by others, but I did create the icons, layouts, animations, etc. This game can be downloaded from my games page.

User Interface, Programming, Unreal, Flash, Scaleform, ActionScript, Kismet

ActionScript Flash Game

Luftwaffe is an ActionScript 3 Flash game I created as a solo project for one of my game programming classes. It is a top down vertical scrolling shooter in the same vein as 1942 and Raiden. While Luftwaffe could still use a lot of polish, it does have multiple weapon types, power-ups, score tracking, a decent UI, and the longer you play the more enemies appear on screen at once. Part of the requirements for the class was publishing the game on the internet so it is playable on Kongregate.

Game Design, Programming, User Interface, Modeling, Texturing, Maya, Photoshop, Flash, ActionScript

ActionScript Flash User Interface Example

This started out as a two person Flash game project, but was abandoned by the other teammate. I developed a themed user interfaces including animations, and fully functional help and about screens. All of the code both for the working part of the game and the UI was done by me in ActionScript 3. The placeholder art in the background was done by the other member, but everything else is mine. This user interface turned out to be my template for my later Luftwaffe 2642 A.D. game.

Programming, User Interface, Flash, ActionScript, Maya, Photoshop

Lighting Renders

These images are a sampling of Mental Ray renders from my time at the Art Institute. Everything in the bedroom and weapons images are mine. The Toy Workshop was a collaboration with Krista Ferderer and Danielle Vraney, the lighting and shaders are mine, but some of the toy models and textures are theirs. The flooded warehouse model is by Adam Crespi, but all of the lighting was done by me.

Modeling, Texturing, Lighting, Rendering, Maya, Zbrush, Photoshop, Mental Ray

Toxologic

This is a puzzle physics based shooter that was one of the last group projects I worked on at the Art Institute. I created modular environment assets some of which are shown in the last image. I also created some of the puzzles, worked on level design, and pre-production documentation. I did the lighting for these screenshots (not the actual game) in the Unity 3D engine. Download from my games page.

Modeling, Texturing, Lighting, Level Design, Maya, Photoshop, Unity

Dodge Challenger

This 2012 Dodge Challenger was modeled in Autodesk Maya and rendered with Mental Ray. My goal was to create a high poly model that will hold up rendered at HD720 with 1/4 of the car in the frame. This was part of my graduation portfolio from The Art Institute of Seattle. Like much of my art from school, it was abandoned after graduation due to student licensing restrictions. It remains one of my favorites.

Modeling, Lighting, Rendering, Maya, Mental Ray

Age of Empires Online: Cleopatra Statue

The Cleopatra Statue was created as part of my internship at Gas Powered Games. The internship was creating models and texturing for a statue and topiary content pack for Age of Empires Online. This was a wonderful opportunity to match an existing art style, work with a small poly count and fixed perspective camera on a professional game engine. The model was created in Maya, textured in Photoshop and the bottom left images are in game screen captures. Unfortunately, AOEO has since been shut down.

Modeling, Texturing, Maya, PhotoShop

Char B1

The Char B1 is a re-purposed model from an art test, originally a sci-fi genre RTS game. It is now modeled with correct proportions and textured with accurate French camouflage and markings. I used the style and restrictions from the art test of less than 1,000 tries, and single 512 and 64 maps. The tank tread is unwrapped as a scrolling texture. The model is well suited for RTS or mobile games with restricted polly count. Available for purchase: Unity Asset Store.

Modeling, Texturing, 3ds Max, Photoshop, Unity

Post Alley

This was another of my final projects: recreate Post Alley under Pike's Market in Seattle inside the Unity 3D game engine and light it in a realistic and interesting way. This involved a few trips with a camera shooting hundreds of reference photos and using Google Maps to verify the scale was correct. It was also a realistic opportunity to work within the limitation of Unity 3D's shaders at the time.

Modeling, Texturing, Lighting, Maya, Photoshop, Unity

Rocket League

official website

Gigantic

Contracted and hired as a User Interface Developer at Motiga on their Xbox One, Windows 10, Arc and Steam game Gigantic. I worked on all aspects of the UI in Flash, Photoshop, ActionScript, UnrealScript, C++, Scaleform and Unreal Engine 3 (UDK). I was active in the process from consept through to polishing and bug fixing. You can find more about Gigantic at its official website.

Sunset Overdrive

Contracted at Microsoft, I worked on the User Interface/User Experience for Sunset Overdrive, Insomniac's Xbox One title. I developed menu screens from concept, wire-framing, prototyping, to completed Flash/ActionScript Scaleform integration into Insomniac's engine. You can find more about Sunset Overdrive at its official website.

Ryse Son of Rome

Contracted at Microsoft, I worked on the menus developing the User Interface/User Experience for Ryse: Son of Rome, Crytek's Xbox One launch title. I used Flash, ActionScript, Scaleform, CryEngine 3, Visual Studio, and proprietary hardware and software. You can find out more about Ryse: Son of Rome at its official website.

Ingress

While Contracting at Niantic / Google, I worked on Ingress, their augmented reality mobile game on Android that pioneered the technology used in Pokemon GO. I helped select and create content and integrate user created content into the game. I also performed a large amount of data formatting and database clean up. You can find out more about Ingress at its official website.

Age of Empires Online

While attending the Art Institute of Seattle, I had the opportunity to participate in a 3D modeling internship with Gas Powered Games working on models and textures for their free-to-play real time strategy game Age of Empires Online. You can see one of the models I created on my artwork page or visit the Age of Empires page.

Skills

User Interface / User ExperienceEnvironmental / Vehicle Modeling
Programming / ScriptingOrganic & Hard Surface Modeling
ActionScript 2 & 3 / UnrealScript / C#Real-Time & Baked Lighting
Pipeline / Rigging / Quality ControlDigital Sculpting

Software

Visual Studio / Xbox One XDKAutodesk 3ds Max / Maya / Mudbox
Unreal Engine 3 & 4 / CryEngine3Adobe Flash / Photoshop / CS / CC
Unity / Scaleform / PerforcePixologic ZBrush

Game Credits

Rocket League Gigantic Sunset Overdrive Ryse: Son of Rome Ingress

Experience

User Interface Programmer
6/2017-Current
Psyonix
San Diego, California
Freelance Artist / Owner
2/2014-Current
Three AM Builds
Seattle, Washington
  • Freelance artist working in 3D modeling, animation, games, graphic and web design.
User Interface Developer
6/2015-6/2017
Motiga (contracted and hired)
Redmond, Washington
  • I work with the team at Motiga creating cross-platform User Interface content for our Xbox One & Windows 10 title Gigantic using Flash, ActionScript 3, Photoshop, Illustrator, Visual Studio, UnrealScript, C++, and Scaleform in Unreal Engine 3.
  • I contribute in design meetings, create content in Flash based on wireframes and concept art when available and implemented code support for the created content.
User Interface Designer / Developer
6/2013-3/2014
Microsoft contract (extended twice)
Redmond, Washington
  • I worked with the Core Publishing Development Team on the Xbox One launch title: Ryse: Son of Rome both in Redmond and on sight at Crytek in Frankfurt, Germany. I was extended to prototype UI for Sunset Overdrive.
  • I worked closely with their User Experience team on multiple designs from concept to in-game screens based on feedback and Xbox One style guide.
  • I created content using Flash, Photoshop, Illustrator, ActionScript 2 & 3, Scaleform, C++, CryEngine 3, Insomniac’s engine, Visual Studios, Xbox SDK.
Data Specialist
6/2012-6/2013
Niantic / Google contract
Bothell, Washington
  • I worked on content creation, extraction, formatting, editing and quality control for Niantic’s Ingress mobile game and Field Trip mobile application.
  • Customer service, support and quality control for user created content.
3D Modeling Internship
1/2011-3/2011
Gas Powered Games
Redmond, Washington
  • I created 3D models and textures for Age of Empires Online matching their established art style and engine specifications.
Previous work experience in Information Technology, Sales, Customer Service and Management positions are available on request.

Education

Bachelor of Fine Arts in Game Art and Design
6/2012
The Art Institute of Seattle
Seattle, Washington
  • My chosen specializations were: 3D Modeling, Lighting, and User Interface.