. C U R R I C U L U M . V I T A E .
| PERSONAL Mr. ROLF MICHAEL MOHR Nationality: British
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| EDUCATION Felstead School: Entrance Art Scholarship Nottingham University : BA (Hons) in Architecture and Environmental Design Gnomon School of Visual Effects: Digital Matte Painting
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| EXPERIENCE 1986
Year-out trainee architectural draughtsman for Sutherland Craig Architects,
Nottingham. 1987 Worked for Stefan Barcikowski architectural model makers, Nottingham. Continued with architectural perspectives
/ artist’s impressions on a freelance basis for Sarah Brown Artists
agency, Ealing, London : Paperback: Misc. Illustrations: ______________________________________________________________________ |
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| VIDEO GAME DEVELOPMENT | ||
Sept 2009 - Present MICRORAPTOR GAMES , Austin Creative Director of small video game development startup. ______________________________________________________________________ |
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Sept 2008 - June 2009 DISNEY JUNCTION POINT STUDIOS, Austin Warren Spector's EPIC MICKEY - Director of Visual Development on high profile Wii title. ______________________________________________________________________ |
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July 2008 - Sept 2008 VIRTUE ARTS , Los Angeles LUNAR RACING CHAMPIONSHIP Concept artist on PC / X-Box 360 arcade style game with NASA and Discovery Channel tie-ins. ______________________________________________________________________ |
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July 2002 - June 2008 INSOMNIAC GAMES, Los Angeles RATCHET & CLANK FUTURE: A Crack in Time Concept artist for PS3 sequel. RATCHET & CLANK FUTURE: Tools of Destruction The classic platformer comes to PlayStation 3... Concept artist for this award winning title which the New York Times compared with "Pixar" graphics...
Concept artist on the forthcoming monster of a sequel to the best-selling PS3 game. Full time concept artist: Designed environments and created additional effects for first person shooter. Number 1 selling launch title for Sony's new PlayStation 3 console. ______________________________________________________________________ |
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RATCHET: Deadlocked The fourth installment... RATCHET & CLANK: Up Your Arsenal Third in the series, rated the best so far.. RATCHET & CLANK: Going Commando Sequel to this hugely successful game RATCHET & CLANK The innovative, genre-defining action platformer for PlayStation 2 Modeled, textured and designed stylized, fantasy environments using Maya and in-house tools / plug-ins. ______________________________________________________________________ |
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Jan 2002 - May 2002 NEVERSOFT, Los Angeles TONY HAWK'S PRO-SKATER 4 The classic series continues, for PlayStation 2, being developed in tandem with X-Box and Gamecube versions. Modeled and textured highly realistic real-time environments using 3DStudio Max and in-house tools / plug-ins. ______________________________________________________________________ |
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Aug. 2001- Jan 2002 LUCKY CHICKEN GAMES, Santa Monica ROBOTECH: The Macross Saga Space Shooter for Game Boy Advance Background level art - tile sets, menu graphics ______________________________________________________________________ |
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Feb. 1999 NOVALOGIC, Calabasas 'NECROCIDE' Horror game for PC CDROM Conceptual designs for characters, environments, weapons. Modeling and texturing of player character, enemies, 3d buildings, weapons, player interface.
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| DELTA FORCE 3 multi-player combat sim for PC CDROM. Character designs for and additional modeling / texturing of player characters, buildings, vehicles etc. TACHYON:
The Fringe space combat game for PC CDROM and networked
multi-play. ______________________________________________________________________ |
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| Nov. 1996 DREAMWORKS INTERACTIVE,
Los Angeles T'AI FU Aracde combat game for PlayStation Menu graphics and additional environment modeling. TRESPASSER: JURASSIC PARK game for PC CDROM Modeling and texturing of huge real-time environments and dinosaurs, using 3DStudio Max and in-house tools / world editors. ______________________________________________________________________
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1996 SYSTEM 3 ARCADE, London
Design proposal (based on earlier docs) and initial stage development for LAST NINJA 3D game for Sony PlayStation
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1995 SONY COMPUTER ENTERTAINMENT, London PORSCHE CHALLENGE PlayStation |
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Co-designed MEAN ARENAS game
prototype: 4-player futuristic gladiator beat-em-up
Co-designed a fairly epic sci-fi game called RESISTANCE about alien invasion. |
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| Also at Sony I created a cartoon strip
called 'POLYGON REDUCTION MAN' for their Newsletter
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| Designed 'virtual' environments for
CYBERJACK prototype game - a DESCENT style shoot-em-up set in
cyberspace.
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Cyber-Sentry' |
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Storyboards for PlayStation FMV demo and rendered various sequences in Softimage.
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1991 CORE DESIGN LTD. Derby, England. Co- designed DOCTOR WHO 3d adventure game for Sega, a 3 time line proposal, Tom Baker was confirmed as on board to do narrated FMV cinematic sequences, but it turned out Sega couldn't afford the licencing fee from the BBC. Box cover artwork : ENCHANTIA, UNIVERSE, DRAGONSTONE, BC RACERS 3D packages: 3DStudio v. 4.0 and Wavefront introductory course. |
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| Designed story for UNIVERSE,
a space-fantasy graphic adventure (on Amiga, CD32, PC and CD ROM)
and acted as coordinater/art director. Designed and painted all the backdrops. Created rotoscoped main character, animated on DeluxeAnim (Amiga) Also created additional icon graphics, manual design, background story material etc. |
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Created scene layouts and painted all
the digitized backgrounds for CURSE OF
ENCHANTIA graphic adventure
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CONCEPTING & VISUAL DESIGNMany of these were "Special Projects" involving visual and story development for various film/merchandising cross-overs - where toy companies such as Hasbro and movie studios collaborate on project development.
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'mech' robot |
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