Bio
Console and PC Art
Handheld Art
Work History
Contact Tim
About Timothy Higgins...
To the untrained eye, most would see a follicle-challenged, redneck nerd from Louisiana....but if you look pass the southern drawl you will find a stubborn visionary who is persevering to make the world a less boring place through his art. Tim got into "visual storytelling" through comic books and role-playing games, which in turn lead him into the very strange and bizarre world of video games.
In his time, he has been a hobby/comic-book store owner, commercial sign painter, as well as a fast food manager for two major burger franchises. Somehow during all of this, he has managed to get both a Bachelor degree in Fine Arts and an Associate degree in Visual Communication.
Within the last ten years he has been doing both "traditional art" and computer graphics in the video game software industry, making such hit titles like: Harvester’, Return to Krondor’, Delta Force I, II, III’, BloodRayne, Tony Hawk, and Guitar Hero just to name a few.
He currently lives in upstate New York, and in his very rare spare time, he does lots of interesting stuff like: watching silly b-movies, reading newspapers from 4 years prior, painting, collecting strange occult artifacts, writing and drawing comics.
Image Description: Various screen shots for Crash Nitro Kart™ X-Box, PS2, Game Cube. Notes: These are a few examples of the vertex lighting & F/X work I did while on the Crash Nitro Kart™ Project
Image Description: Various Screen shots from Need For Speed Underground ™ for X-Box. Notes: These are a few examples of some of the car body parts I did for Need For Speed Underground ™. I modeled and fitted to various different cars, headlights, grills, side ground effects, tail lights and back and front bumpers.
Image Description: Screenshot of a shack Interior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image.
Image Description: Screenshot of a shack exterior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image.
Image Description: Screenshot of a graveyard exterior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image.
Image Description: Several screenshots of a graveyard exterior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image except for characters.
Image Description: Screenshot of a mausoleum exterior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image except for character.
mage Description: Screenshot of a old house exterior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image.
Image Description: Various screenshots of an Interior I made for Bloodrayne TM. Notes: I modeled, created textures and UV mapped all objects in image, except for characters.
Image Description: An example of the many various Props I made from BloodRayne TM. Notes: I modeled, created textures and UV mapped all objects in image.
Image Description: An example of the many various military vehicles I made while working at Nova Logic. Notes: I modeled, created textures and UV mapped all low poly objects in image.
Image Description: An example of the many various military aircraft I made while working at Nova Logic. Notes: I modeled, created textures and UV mapped low poly Mig-29 in image.
Image Description: An example of the many various ships I made while working on Tachyon the Fringe TM. Notes: I modeled, created textures and UV mapped all ships in image.
Image Description: An example of some of the generic character interface head shots I made while working on Tachyon the Fringe TM. Notes: I modeled, created textures and UV mapped all backgrounds and character heads in image.
Image Description: An example of some of the texture work I did while working on Necrocide TM. (Never Published.) Notes: I created textures for for all items in image except hand and pistol.
Image Description: I modeled, created textures and UV mapped ship in image that was used in
Image Description: I modeled, created textures and UV mapped ship in image that was used in several cinematic shots in the Dominion TM computer game.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Character outfits and Hollywood/East LA/Beverly Hills/Indoor Skatepark and Menu environments.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Character outfits and Kilimanjaro/Hoover Dam/Hong Kong and Menu environments.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Character outfits and Philadelphia/Washington Museums/and outdoor skatepark environments.
A couple of examples of the Cinematic Renders I did for Spy Muppets. I modeled, created textures, UV mapped and lighted the enviroments and props. I also posed all characters.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Central Park/ Time Square/ Sewers/ China Town and Mid Town missions.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Iacon City and Trench missions.
Notes: UV mapped, Vertex lighted, Modeled and created textures for Bond Character and Opera house/MI6/Museum environments.
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SKILLS SUMMARY
Software: Microsoft Outlook, Adobe Photoshop, CrazyBump, 3D Studio Max, Zbrush, Microsoft Word, Perforce, Microsoft Excel, DevTrack, ProMotion, and Painter.
Low-poly modeling, efficient uv mapping, texture painting, and optimizing next-gen game assets.
Hi-res modeling for baking normal and ambient occlusion maps onto low-res models.
Creating realistic textures from photo reference and from scratch.
Cleaning up and preparing outsourced game assets for game pipeline integration.
Quickly learning, and using daily, the proprietary art tools, level editor, and dev kits, as well as development pipline processes.
Experience in working on multiple platforms which include XBOX, PSP, PS2, PC, Wii, and DS.
Working as a responsible and courteous team member as well as a Lead Artist
anticipating people's needs, identifing problems and proposing solutions, making oral presentations to clients and management, and working closely with designers and engineers.
Experience in traditional media such as gouache, watercolor, oil painting,pastel, pen and ink, charcoal, sculpting and airbrush.
PROFESSIONAL EXPERIENCE
VICARIOUS VISIONS INC.
Menands, NY From 3-03 to 8-10.
Position: 3D Artist/ Environment Artist/ Lead Artist
Projects:
Crash Nitro Kart for X-Box, PS2, and Game Cube.
Spy Muppets: License to Croak for GameBoy Advance
Need for Speed Underground for X-Box
Spider-man II for PSP
Doom 3 for X-Box
Tony Hawk THUG 2 for Gameboy Advance
Tony Hawk American Sk8land for DS
Tony Hawk Downhill Jam for DS
Spider-man 3 for DS
Tony Hawk Proving Ground for DS
Kung Fu Panda for DS
Transformers II Revenge of the Fallen Autobots for DS,
Transformers II Revenge of the Fallen Decepticons for DS
Guitar Hero 5 for DS,
Guitar Hero 5 for Wii,
Band Hero for Wii
Guitar Hero 6 for Wii
Transformers: War for Cybertron Autobots for DS
Transformers: War for Cybertron Decepticons for DS
James Bond Quantum of Solace for DS.
Collaborated with various designers to create specific objects for their levels.
Modeled and textured a wide range of objects and characters, both large and small, hard surface/organic, based on concept art and photo reference.
Created materials and textures.
Processed outsourced assets prior to pipeline integration.
Worked closely with Art Directors and Lead Artists, as well as various project devolopment teams, to continuously improve assets and hit milestones.
Consistently adhered to strict technical and artistic requirements.
Quickly learned and used proprietary art tools and level editor on a daily basis.
Created documentation on tool and pipeline useage to help ramp-up new artists to the projects
As a Lead Artist I directed art style, coordinated implementation and distribution of art tasks.
TERMINAL REALITY INC.
Lewisville, TX From 8-01 to 9-02.
Position: 3D Artist/ Environment Artist.
Project:
BloodRayne for X-Box, PS2, Game Cube and the PC.
NOVALOGIC INC.
Calabasas, CA From 1-98 to 7-01
Position: 3D Artist/ Environment Artist/ Lead Artist.
Mig-29 Fulcrum for the PC
Comanche Gold for the PC
Delta Force for the PC
Delta Force 2 for the PC
F-22 Lighting 3 for the PC
Armored Fist 3 for the PC
F-16 Multi-role Fighter for the PC
Tachyon: The Fringe for the PC.
As a Lead Artist I coordinated implementation and distribution of art tasks.
7TH LEVEL INC.
Dallas, TX From 1-96 to 11-97
Position: 3D Artist/ Environment Artist
Return to Krondor for the PC.
G-Nome for the PC.
Dominion Storm Over Gift 3 for the PC.
Made 3D animations, storyboards, and concept designs.
Created and rendered, cutup and masked entire environment background tile-sets.
FUTURE VISION INC.
Dallas, TX From 7-93 to 1-96.
Position: 3D Artist/ 2D Artist
Harvester for the PC.
Created 2D animations, storyboarding, and compositing filmed actors and 3D objects into
pre-rendered 3D backgrounds.
Responsible for all of the special effects on project.
EDUCATION
The Art Institute of Dallas: Dallas, TX 1991-1993
Associate in Visual Communications
Louisiana Tech University: Ruston LA 1981-1985
Graphic Design