Marcos Borregales Jr.
Mighty_Marcos@hotmail.com
Summary:
Marcos Borregales is a multi-talented 3D artist with over seventeen years of experience in traditional animation and conceptual artwork. And as of recently, 7 years in the computer generated graphics field. He specializes in the development and implementation of art in roles ranging from 3D artist and Animator to Art Director. Marcos has a strong background in traditional illustration as well as 3d art. His interest lies in animation development, from story design to creating amazing visual feasts.

Skills:
3D Modeling, Texture Mapping & Lighting 2D Animation
3D Animation, Rigging, Maxscript HTML, Javascript Coding, Flash
Conceptual Art Sound Editing, Mixing
Character, Prop and Background Design Film/Video Editing
2D Illustration, Tile creation Graphic Design, Pre-Press

Software Proficienties:
3D Studio Max R3/2009, Character Studio, Mental Ray & Vray
Maxscript
Photoshop CS2
Illustrator CS2
CorelDraw & Paint
Alias Maya 5.01
Premiere, After FX
Microsoft Office
Poser/DAZ studio
Corel Painter
Source Safe
Sound Forge
Acid Music
Macromedia Flash
Pro Motion
Alien Brain

Education:
Completed University of Southern California's Summer Film Workshop, 1990. Wrote, shoot and edited 2 short film projects during the course of the workshop. Acrylic and Watercolor painting classes, as well as extensive life drawing coursework at Pierce College, 1990. Numerous workshops and classes on life drawing, design and animation during the years of 1990 to 1999. Various coursework and workshops on 3D Studio Max years 1999 to 2002. Completed Studio Arts Maya Coursework 2005.

Experience:
Graphical Project Manager
March 2009 to Present
Working as a Graphical Project Manager at Ubisoft Quebec Studio.

Technical and Aesthetic Art Direction, Animation Direction and Scripting for an Unannounced project for the Nintendo DS platform.

  • Technical Streamlining of pipeline for a project requiring a sizeable ammount of detail and complexity.
  • Aesthetic Direction of the entire project, from concepts to final assets.
  • Animation Direction of the entire project, Directing animators to establish personality and believabilty of all characters in the game.
  • Designing and writing entire Maxscript suite to assist artists in their workflow and validation of assets.
  • Created polygon and texture budgets with emphasis on the highest quality and perceived color depth.
  • Mapped Vram and set up models to take advantage of many platform optimizations to get all that the DS is capable of.
  • Work Closely with Technology and Design to create a more solid and enjoyable player experience.
  • Managing the entire Art Team, from scheduling to daily tasks.



Senior Artist
Aug 2007 to November 2008
Worked as a Senior Artist at Helixe, Inc (a division of THQ).

Technical Art Direction, Modeling, Texturing and Scripting for ALL of Helixe's projects for the Nintendo DS platform.

  • Single-handledly created, running, playable prototypes by altering existing engine and assets.
  • Designed ENTIRE Art Production Pipeline, from concept to seen in client.
  • Designed and wrote entire Maxscript suite to allow for many pipeline functions to be done en masse, for example: re-exporting hundreds of assets in mere minutes
  • Created polygon and texture budgets with emphasis on the highest quality with tiny load times
  • Mapped Vram and set up models to take advantage of many platform optimizations by gaining a deep understanding of the platform, this allowed the studio to make use of every "trick" the DS is capable of.
  • Modeled and rigged all player controlled avatars for Wall-e DS, de Blob DS, and an unnannounced project.
  • Created simple to use, yet very powerful rigs for all sorts of characters
  • Managed and maintained the script driven animation system for all assets
  • Worked with Producers as well as the Art Director to break down tasks, prioritized them (based on dependencies) and assigned time costs to them.



Lead CG Artist
March 2007 to Aug 2007
Contract position as Lead CG Artist at Ideas Live! Inc.

Modeling, Animation, Texturing, lighting and technical preparation of scenes for cd-rom computer games: "Pet Pals: Animal Doctor 2" & "Zoo Vet 2".

  • Broke down tasks, prioritized and scheduled them (based on dependencies and conflicts)
  • Texturing, shaders and Morph Target Setups for all Animal Models
  • Modeling, Texturing, Shaders, Rigging and Animations for all Surgeries
  • Lighting Setups and Shaders for all Sets
  • Re-Skinned ALL Menus and UI Elements

Technical Director & Generalist
January 2007 to March 2007
Worked as Technical Director and Generalist at Prevalent Entertainment.

Technical Direction, Modeling, Texturing, Rigging, Scene Assembly and Animation for animated tv series "Progidy".

  • Pre-Viz of shots
  • Modeling, Texturing, Shaders, and Rig of Master Panda character
  • Texturing, shaders and Morph Target set ups for everyone else
  • Lighting Rigs
  • Optimization of set assets, layout of sets.
  • Camera setup, Rendering Passes setup
  • Managed 2 other artist and completed a 3 minute fully animated promo in a couple of months.

Lead CG Artist
March 2006 to December 2006
Contract position as Lead CG Artist at Ideas Live! Inc.

Modeling, Animation, Texturing, lighting and technical preparation of scenes for cd-rom computer game: "Pet Pals: Animal Doctor".

  • Texturing, shaders and Morph Target Setups for all Animal Models
  • Modeling, Texturing, Shaders, Rigging and Animations for all Surgeries
  • Lighting Setups and Shaders for all Sets
  • Animated EVERYTHING seen in the Game
  • Created ALL Menus and UI Elements

CG Supervisor & Concept Artist
April 2005 to March 2006 (Hiatus)
Worked as CGI Supervisor and character/prop Concept Artist at SwordPlay Entertainment.

Character Designs, prop designs, CGI supervisor/animator for animated feature film "Conan The Barbarian: Red Nails".

  • Designed entire Digital Artwork Pipeline, from the hardware to be used to the actual software to be used
  • Hired and managed all CGI artists
  • Pre-Viz of large battle sequences as well as creation of the actual assets to be used
  • Broke down shots and assigned and tracked tasks
  • Modeling, Shaders and Rigging of "Digital Doubles" for main characters as well as Supernatural Creatures
  • Modeling and Shaders for Digital Sets in a "Painterly" Style
  • Concept Art for various Characters, Props and Sets.

3D Animator & Concept Artist
Oct 2004 to Present
Worked as a 3D artist/animator, character. prop and set Concept Artist at Krislin Multimedia.

Character, Prop and Layout Design (using both traditional art skills and 3D modeling) on CGI TV show "Psi-Kix" Animation, modeling, lighting and Textures on CGI TV show "Baloonatics". 3D animatics on CGI TV show "Kinderlings". Character and Prop Design for animated series "Zorro - Generation Z"

  • Created Digital Model Sheets (painted and rendered) as well as storyboarding for all of their series in production
  • Animated and rendered shots for series "Baloonatics", in the form of retakes and additional footage.
  • 3d Layout and pre-viz of shots for series in production

Concept Artist
May 2004 to Sept 2004
Concept Artist at Tom T Animation.

Character Design, Turnarounds, mouth charts and Transformation sequences on TV show "Legend of the Dragon".
Character Design, Turnarounds, mouth charts on Promo "Ali Baba And the 40 Thieves".


3D Artist
May 2002 to July 2003
Worked as a 3D artist at Prolific Publishing on various projects.

3D Artist and Animator – Character animations (humanoids, animals, props), pre-rendered Cinematics –“Don't Call me Max”, Nintendo Gamecube. – modeled, textured, rigged and animated characters for the actual game and cinematics. Also created said cinematics.

3D Artist and Animator – “Akko” Military realtime software. Modeled and texured U.S. military aircraft for mid air refueling training application.

3D Artist and Animator – “Terminator 3 – 3D screensaver” Realtime assets, pre-rendered background. Modeled & Textured Hunter Killer tanks and gunships as well as T-850 endo skeletons.

3D Artist – “Sharks – 3D screensaver” realtime 3D models of sharks
3D Artist February 2001 to May 2002 Worked as a 3D Artist at Lucky Chicken Games.

3D Artist, Environment and Props, PS2 titles “Max Steel” & “Casper: Spirit Dimensions” – modeled, textured and vertex lit entire levels for both of these titles.

3D Artist & 2D Art, GBA title “Robotech: The Macross Saga” – modeled and animated all the pre-rendered sprites (like Donkey Kong Country), that the game uses, these included transforming robots as well as alien spacecraft. Also did concept work on boss robots that were new to the property. Animated all FX as well as designed and created all assets for the Menus and UI.
3D Artist – Web Design – Game Design January 2000 to November 2000 Worked on the online world Cybertown.com – created 3d realtime assets (avatars and props) for use within the world, designed/wrote underlying storyline (MMRPG aspect of the world), created all print ads for Cybertown, that appeared on many magazines.
Contract Animated Film Design Artist July. 1999 - Dec. 1999 Concept Artist feature animated film “Robin & the Dreamweavers”, for Lou Schimmer Productions – Character, Prop and Background/Layout Designs
Animated Film/TV Design Artist November 1997 - December 1998 Worked at MGM Animation studios, as a Concept Artist on, "An All Dogs Christmas" Feature Film, “Robocop – Alpha Commando” TV Series & “All Dogs go to Heaven, the TV series” - Character, Prop and Background/Layout Designs
Animated TV Design/Storyboard Artist May 1997 - November 1997 Worked at Columbia TriStar TV Animation, as a Storyboard Artist, Concept Artist on "Extreme Ghostbusters" TV Series – Character, Prop and Background/Layout Designs as well. Pre Production design on “Godzilla – the animated series”
Animated TV Design Artist June 1996 - May 1997 Worked at Warner Bros TV Animation as a Concept Artist on "Superman" Animated TV Series – Prop and Background Design
Animated TV Design Artist January 1996 - June 1996 Worked at Hanna Barbera Animation as a Concept Artist on "The Real Adventures of Jonny Quest" Animated TV Series Prop and Background Design
Animated TV Design Artist - Art Director February 1995 - Nov 1995 Worked at Graz Entertainment as a Concept Artist "X-Men" Animated TV Series, Art Direction, Development & Property Designs "Street Fighter" Animated TV Series, Development "G.I. Joe Extreme" Animated TV Series, Concept Artist "Darkstalkers the animated series"
Animated TV Design Artist - Art Director March 1994 - September 1994 Worked at Saban Entertainment as an Art Director, Development & Story Boards on "Battletech, The Animated Series", Development "Cybersaurus" Animated TV Pilot, Story Boards on "Creepy Crawlers".
Contract Animated TV Design Artist Various dates ranging from 1991 to 1999 Worked at DIC Enterprises as Concept Artist on "Monster Mash", direct-to-video animation, Character /Property Clean Up, "Madeline" animated series for Family channel, Storyboard Clean Up, "Double Dragon" animated series, Storyboard Clean Up,"Captain Planet and the Planeteers"

References available upon Request.