Timothy Lewis The University of Texas at Dallas 800 W. Campbell Road, Richardson, TX

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1 Timothy Lewis The University of Texas at Dallas 800 W. Campbell Road, Richardson, TX Education: Master of Fine Arts, October 2012, The University of Texas at Dallas (800 W. Campbell Road, Richardson, TX), Arts and Technology. Focused on game design, interactive design, art direction and business. Bachelor of Arts, May 2009, The University of Texas at Dallas (800 W. Campbell Road, Richardson, TX), Arts and Technology. Focused on game, level, and interactive design. Recent Employment History: Art Team Coordinator, 2013-Present, Center for Modeling and Simulation Arts and Technology, The University of Texas at Dallas (800 Campbell Road, Richardson, TX) Direct and manage teams of up to 12 digital artists. Devise and implement strategies and techniques to improve visual fidelity and efficiency of an art pipeline and production while increasing real time performance. Design visual and functional UI for end user editors and tools. Develop front end web interfaces and graphics Develop art assets and environments for various simulation projects. Research and compose proposals for grants and applications from the NIH, VA, US Air Force, and others. Deliver presentations on progress to U.S. military representatives, Baylor Medical and other clients. Chief Executive Officer, Chief Creative Officer and Co-Founder, , Trench Games, LLC (5110 Chiesa Road, Rowlett, TX) Creative Director, Art Director, Environment Artist, Technical Artist, Business Manager and coordinator for a startup game company. Contacted and negotiated with publishers for funding of projects. Communicated with the gaming community and press on our projects progress. Art Lead where needed to ensure that all promotional materials and game assets were being completed on time. Train new team members on proper techniques and optimizations used in modern game development.

2 Teaching Assistant, , Arts and Technology, The University of Texas at Dallas (800 Campbell Road, Richardson, TX) Served as course instructor for Virtual Environments and Game Design. Worked closely with students to develop one-on-one teaching techniques and customized course instructions for what best suited each individual. Taught introduction to level design, world building, game assets design, texturing, lighting, scripting, animation, sound effects, special effects and project management. Research Associate, , Virtual Humans and Synthetic Societies Lab - Arts and Technology, The University of Texas at Dallas (800 Campbell Road, Richardson, TX) Served as environment artist and level designer for grants and funded projects through the U.S. Training and Doctrine (TRADOC), and the Children s Medical Center in Dallas. Presented development and research results to U.S. military representatives. Worked with new technologies to develop environments and engine agile techniques for serious games and simulations. Worked with user interface artists to code a Scaleform front end. Instructor of Classes: Fall ATEC , 80147, Virtual Environments Summer ATEC U1, 52263, Virtual Environments Spring ATEC , 20175, Virtual Environments Research Interests: Game Design, Level Design, Game Environment Asset Design, Virtual Reality, Computer Graphics Optimization, Technical Direction and Simulation, Web Development and Design, Team Management, and User Interface Design Associated Project Awards: Best in Show, Faculty Category UT TIME Portal, International Meeting on Simulation in Healthcare (IMSH) First Place, Best Poster TIME, The 2015 UT-Health Science Education Innovations Conference Best in Show, Faculty Category GLIMPSE, IMSH US Army s Modeling and Simulation Training Team Award HINT with FPCT

3 First Place Government Category Serious Games Competition FPCT Interservice/Industry Training Simulation Education Conference (I/ITSEC) First Place FPCT, GameTech National Training and Simulation Association (NTSA) Cross-Functional Simulation Award, FPCT University Grants and Sponsored Projects Involved with: Clinical Virtual Physical Therapist (CVPT), 2014, The University of Texas at Dallas and Sponsored by Regis University, Art Director and Game Designer Art Director and coordinator for a team of character artists and animators working closely to design and implement a lifelike representation of an ischemic stroke patient. Worked with core team to create game flow and user experience design documents. Designed and developed front end art and code for a multi-user web portal. Devised and implemented strategies and techniques to improve visual fidelity and the efficiency of the art pipeline while increasing real time performance with the Oculus Rift, Unity Web Player and WebGL. Wrote all scenario dialogue and branching narrative. Scripted required paths for interaction. Individual Nystagmus Simulated Training Experience (INSITE), 2014, The University of Texas at Dallas and sponsored by Sam Houston State University, Art Director Art Director and coordinator tasked with designing and implementing a lifelike representation of a virtual character with various blood alcohol levels. Designed and created art for the simulation s user interface. Worked closely with users, experts, and clients to validate developed software. Participated in design and administration of user experiments. UT TIME Portal, 2014, The University of Texas at Dallas and UT System s Transformation in Medical Education Initiative, Art Director and Game Designer Coordinated and directed a team of character artists and animators to design and implement a lifelike representation of a medical patient interview. Environment artist tasked with creating a realistic hospital patient room. Designed and developed front end art and code for a multi-user web portal. Worked on game design and user experience design documents.

4 First Person Cultural Trainer: Version 5, 2013, The University of Texas at Dallas and U.S. Army Training and Doctrine G2. Art Director and Coordinator Managed and directed a large art team, coordinating with the programing team, to design and develop a large scale first person simulator for the U.S. Army. Created and oversaw a pipeline of all characters and environments for game ready optimization while maintaining high fidelity results. Trained multiple artists on tools and best practices for animations and game optimization within Unreal. Worked closely with writers to ensure scenarios had all required locations and assets. Designed visual and functional user interfaces for end user editors and tools. Organized and maintained over 2,000 assets in proper packages with custom naming conventions, structures, and documentation. Delivered presentations on progress to U.S. military representatives. A Game to Learn Important Communication Methods and Patient Safety Enhancement (GLIMSPE), 2013, The University of Texas at Dallas and Baylor Health Care Systems Final phase art coordinator and technical artist. Worked on a multi-user web portal front end. Designed and developed promotional materials for presentations to clients and various exhibitions. First Person Cultural Trainer: Spirals 2, 3, , The University of Texas at Dallas and U.S. Army Training and Doctrine G2. Level and Environment Designer Level designer in charge of the art direction, development, game flow and NPC pathing of large scale rural, semi-rural and urban Afghani environments. Worked closely with a team of professionals to design an engine agile approach to simulation, environment design, and story composition. Created a large scale matinee in Unreal with over 150 tracks, combining motion capture with hand keyed animation to ensure proper character interaction. Pediatric Respiratory Nursing: , The University of Texas at Dallas and U.S Children s Medical Center Dallas. Level and Environment Designer Level designer in charge of the art direction and development for a representative section of the children s ward at the Children s Medical Center in Dallas.

5 Personal Projects: Galaxy for Hire , Trench Games, LLC. Co-Founder and Creative Director Started a Limited Liability Company as a member and co-founder in Creative Director, Art Director, and Lead Designer for a team of 14 which developed a triple-a quality multiplayer online action game in the Unreal Development Kit. Developer in charge of technical art, particle systems, level design, environment asset modeling, front end interface, web portal, and promotional materials. Lead speaker for interaction with publishers and the gaming community. Directed and launched a Kickstarter project to obtain more funding for future development. Stay Frosty 2014, Trench Games, LLC. Co-Founder and Creative Director Participated in Ludum Dare 31 by creating a 2D game created in a weekend with friends. Worked on level design, AI behavior and pathing scripting. Placed in the top 100 out of over 1,200 submissions. Space Banditos 2014, Trench Games, LLC. Co-Founder and Creative Director Created a 2D isometric online action game in Unity 4. Level designer and artist for all assets and promotional materials. Designed and tested multiple maps for cooperative gameplay. Space Ship Game 2013, Trench Games, LLC. Co-Founder and Creative Director Created a 2D isometric online action game in Unity 4. Level design and artist for all assets and promotional materials. Created new lighting systems and shaders allowing 2D sprites to properly interact with dynamic lighting. Designed and developed modular ship parts allowing developers and end users to rapidly prototype ships. Publications: A Serious-Game Framework to Improve Physician/Nurse Communication. HCI (11) 2015:

6 Exhibitions Involved with: GLIMPSE, 2015, IMSH, New Orleans, LA An Analysis of Open-ended Survey Comments to a Game on Physician/Nurse Communication, 15th IMSH, Contributing author for abstract and submission. Galaxy for Hire, 2012, GDC Play, San Francisco, TX. Key speaker for presentations and negotiations with publishers, online writers and news outlets, and GDC play participants and gamers. Galaxy for Hire, 2012, Fall Arts Festival, Richardson, TX. Galaxy for Hire, 2011, Fall Arts Festival, Richardson, TX. Blossom, 2010, Fall Arts Festival, Richardson, TX. Technical Skills: Skilled with Adobe Photoshop, Illustrator, Dreamweaver, Premiere Pro, Audition, InDesign, Flash, Sony Vegas, Final Cut Pro, Autodesk Maya, Mudbox, 3DS Max, Zbrush, CrazyBump, Quixel ndo2, Quixel ndo3 Substance Design, Substance Painter, SpeedTree, FaceFX, FaceWare, SimplyGon, RAIN, Shader Forge, Subversion, GIT, Mercurial, Perforce, Microsoft Office Products Worked with Unity3D, Unreal Engine 4, Unreal Engine 3, Unreal Development Kit, Hammer, Source, CryEngine, Game Maker, and BigWorld Experience with hardware technologies such as Vicon Motion Capture Systems, Oculus DK1, Oculus DK2, Leap Motion, Kinect, and Kinect 2. Familiar with C#, Python, MaxScript, C++, Java, ActionScript, Kismet, PHP, MySQL, SQLite, Visual Basic.Net. LUA, Scaleform 4, ASP, JavaScript, HTML, CSS, Node, NW.JS, Selenium, and FFMPEG

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