CURRICULUM VITAE

PERSONAL INFO
Name: Cornelis 'Kees' (pronounced: Case) E. Gajentaan
Title: ir. (Master of Science in Architecture)
Current place of residence:Tokyo, Japan
Mobile: +81(0)8065578654
E-mail: cv2011@videogamesartist.com
Born: 17 December, 1970. Voorburg, the Netherlands
Nationality: Dutch

PORTFOLIOwww.videogamesartist.com

SOFTWARE EXPERIENCE Maya, 3D Studio MAX, Photoshop, UnrealEd, Illustrator, After Effects, Mudbox, Fontographer.

EMPLOYMENT HISTORY
  • April 1998 - November 2002: Intelligent Games Ltd. (IG), London, UK
  • January 2003 - July 2006: Kuju Entertainment Ltd., London, UK
  • January 2007 - present: Grasshopper Manufacture Inc., Tokyo, Japan

  • IN DEVELOPMENT
  • Shadows of the Damned (2011) PS3, Xbox360
    Lead Environment Artist.


  • PUBLISHED TITLES
  • The Lord of the Rings: Aragorn's Quest (2010) Wii, PS3
    Senior Artist on the original demo that would later become this game. Created special effects, user interface designs, environment concept art, modeled and textured in-game models.

  • Fatal Frame 4: Mask of the Lunar Eclipse (2008) Wii
    Environment Artist. Built, textured and lit several indoor and outdoor environments and props.

  • No More Heroes (2007) Wii
    Environment Artist. Built, textured and lit several indoor and outdoor environments and props.

  • Battalion Wars 2 (2007) Wii
    Senior Artist. Created and designed scenery elements, buildings and special effects. Initiated improvements to the special effects technology and pipeline.

  • Sensible Soccer 2006 (2006) PS2, Xbox, PC
    Senior Artist. Created stylised crowd characters sprites, trophy models, menu screen layout mockups and background art.

  • The Regiment (2006) PC
    Senior Artist. Built, textured and lit approximately half of the game's environments. In addition I reworked and improved the game weapons, and built most of the low-poly 3rd person weapon models.

  • Battalion Wars (2005) NGC
    Senior Artist. Worked for several months as sole Special Effects artist and thus created and implemented many of the in-game special effects. In addition I modeled, textured, lit, rendered and painted environments for the game's FMV cutscenes.

  • MTV Music Generator 3 (2004) PS2, Xbox
    Half of the 2-man art team. Responsible for functional design and artwork of several interface screens and music visualisation imagery.

  • FIFA World Cup 2002 (2002) PC, PS2, NGC, Xbox
    Lead Artist in charge of Star Player Heads creation at IG, overseeing four other artists at peak production. Developed a highly efficient method for head creation and texturing which greatly exceeded EA's benchmark, enabling IG to deliver more and higher quality assets. Modeled and textured high-poly realtime photo-realistic models of Star Player heads. In addition I worked on player uniform textures and made designs for in-game player indication markers.

  • LEGO Stunt Rally (2000) PC, PSX
    Lead Artist. Oversaw three other artists and worked on all aspects of the in-game art; low-poly buildings, tracks, scenery, stunts, backdrops, as well as the entire user interface.

  • ACTION MAN: Raid on Island X (1999) PC
    Rigged and animated all human characters using Character Studio. Created backdrops, scenery, obstacles, vehicles, menu screens and modeled most of the characters. Composed simple "Street Fighter style" cut-scenes in After Effects, using mostly photographs taken of the toys. Assumed Lead Artist duties.

  • LEGO LOCO (1998) PC
    Designed and created all artwork of all of the screens outside the main game screen, over 700 pieces of clipart for the postcard editor, the "easter egg postcards", and a few buildings and scenery objects in the main game screen.

  • GAME PROPOSALS, PRE-PRODUCTION and CANNED TITLES
  • SimZooTycoon-type game (2000-2001) PC - Lead Artist. Modeling and animation of animals using Character Studio. Modeling of terrain, scenery, user interface designs, screen mockups.

  • Neighbours at War (2000 and 2001) - Art and Design Lead. Responsible for game, character and art style design. A demo was made for PSX (2000) and some artwork for a GBA version (2001).

  • The Wieners in "Las Vegas or Bust" (2001) - Artist. Character designs and sketches.

  • Vegas Tycoon demo (2001) - Character artist. Modified/built casino staff and visitors and modified motion capture animations to suit our needs.

  • Wallace & Gromit: A Grand Day Out (2002) GBA - Lead Artist. Established all the required art technologies such as rendering techniques, tile creation and palletizing methods.

  • Kart Racing (2003) Nokia N-Gage - Artist. Modeling and animation of driver character models, cars and trackside objects. Established cartoon rendering techniques.

  • Bounce (2003) Nokia N-Gage - Sole Artist, thus creating all artwork for this 2D platform game. My artwork was later scaled down and simplified for "Bounce Back" which was released for less powerful phones.

  • ADDITIONAL GAME CREDITS
  • LEGO Mindstorms Droid Developer Kit (1999) - Additional artwork for PC CD-ROM building instructions
  • LEGO Nvidia GeForce tech demo (unpublished, 2000) - Additional artwork
  • BBC Tweenies Game Time (2001) PSX - Additional artwork
  • Jet Set Radio Future (2002) XBox - A grafitti piece I designed was chosen by the game's developer Smilebit for inclusion in the game, as part of the Jet Set Radio Future Grafitti Competition, 2001.
  • FIFA 2003 (2002) PC, PS2, NGC, Xbox - Additional artwork
  • Train Simulator 2 (unpublished, 2003) PC - Additional artwork.

  • OTHER GAME EXPERIENCE Freelance work for AirPlay mobile games developer. Work done thus far includes web graphics, company and game logo design, and game proposal artwork.

    NON-GAME EXPERIENCE December 1993 - March 1994: Internship at NOX Architects, Rotterdam. Building of scale models and 3D computer models of the H2OExpo.

    1995-1998: Active as freelance architect, graphic- and web-designer, and comic artist.
    Work in this period included:

  • CG visualisations for various architectural firms and furniture designers, such as NOX architects and UN Studios.
  • Design, programming, editorial work and graphics for a number of websites, including ArchiNed (www.ArchiNed.nl), The Architecture-site of the Netherlands.
  • Publications of cartoons and artwork in a number of dutch comic magazines.
  • Designs of logos, mascots and decorative elements (vending machine and surfboard) for firms such as Burger King and Free Record Shop.
  • Winning architecture competition entry "Het Wilde Noorden" for EO Wijers prijsvraag, December 1997.

    1995-2000: Design of numerous freeware fonts. Awarded two prizes in Point Central Y2K Font Contest for "Y2K Subterran Express" font.


  • EDUCATION
    1983 -1984 Dalton school, Voorburg, the Netherlands
    1984 -1989 International Baccalaureate and High School Diploma at United Nations International School, New York, NY, USA
    1989 -1995 Architecture, Delft University of Technology, specialized in architectural design. Graduated with a Master of Science in Architecture degree
    1992 -1993 Industrial Design, Delft University of Technology

    LANGUAGES
    English Fluent.
    Dutch Fluent.
    Japanese Elementary, currently actively studying. Passed JLPT Level 3 in December 2008.