Harry Teasley, 14019 163rd Pl SE, Renton, WA, 98059

harry@het3.com, ph 206.693.0203

I have over 27 years of experience in the computer and video games industry as an artist and designer. My main areas of expertise include art direction and team management, modeling, texture mapping, user interface design, and art pipeline design. I have excellent verbal and written communication skills, and have enjoyed success as a manager getting quality work from artists while keeping morale high and burnout low.

 

Professional Experience

 

Senior Creative Art Director, Wizards of the Coast 12.2015 - 11.2017

My most recent project was Magic the Gathering: Arena. I was brought in to help Wizards get their digital efforts in line with current AAA game quality and features. MTGO is a very old game on very old tech, and the desire was to produce a modern competitive digital experience for the core Magic card game. I directed the artistic vision of the game, emphasizing attractive and contextually-changeable card presentation, magical spell VFX to give realisation to what was formerly only imagined, and to give a sense of the worlds that Magic creates and takes place in.

 

Art Director, Turbine Inc 09.2007 – 12.2015

Lead Artist, Turbine Inc 12.2002 – 09.2007

I was the Art Director for Infinite Crisis, a MOBA set in the DC multiverse. I designed the art pipeline for the game, and supervised all visual aspects of the project. At the height of development, I was managing 40 artists as well as outsourced and marketing assets.

I was hired by Turbine to be the UI Designer for Lord of the Rings Online in 2002. As the project grew, I took on Lead Artist responsibilities, and became Art Director for the project after launch, directing the effort on the first two commercial expansions, The Mines of Moria and The Seige of Mirkwood.

 

Artist and Designer, Valve Software 10.1996 – 07.2001

I was involved in the initial design and subsequent creation of Half-Life, as an artist and game designer. My work included story design, initial character concept creation, locale concept design, texture painting, and level design.

Other work at Valve included art production, primarily texture work, for the games CounterStrike, Team Fortress Classic, Deathmatch Classic, and Ricochet. I acted as Third Party Liaison and Producer after the launch of Half-Life, primarily regarding acquisition and production for Half-Life: Opposing Force and Gunman Chronicles. I did concept drawing, character design, and texture work for early versions of Team Fortress 2.

 

Artist and Designer, Midway Home Entertainment 10.1993 – 5.1996

I worked as a Senior Artist and Designer on games for a variety of platforms and in a variety of genres. I was Lead Artist and Designer on Doom: Special Playstation Edition.

 

Artist, MicroProse Software 5.1991 – 8.1993

I worked primarily as a 2D animation artist and background painter for various computer titles, including Civilization and Pirates Gold.

 

 

Additional Experience

I taught Fundamentals of Maya evening classes for the Center for Digital Imaging Arts in Boston. I have blogged professionally for the IEEE website, as well as written product reviews for IEEE Spectrum magazine. My personal artwork is, in recent years, primarily street and landscape photography.

 

Primary Software Packages

Photoshop and Maya. Development process software has been mostly Microsoft Excel and Hansoft for task management. Outsource asset and video approval software has been with Basecamp, Arc9, and a variety of other software packages.

 

Educational Background

Bachelor of Fine Arts, Fine Arts Drawing – Maryland Institute, College of Art, 1991.

 

Game Credits

Magic the Gathering: Arena (PC, Senior Creative Art Director)

Infinite Crisis (PC, Art Director)

Lord of the Rings Online: The Seige of Mirkwood (PC, Art Director)

Lord of the Rings Online: The Mines of Moria (PC, Art Director)

Lord of the Rings Online (PC, artist)

Gunman Chronicles (PC, producer)

Deathmatch Classic for Half-Life (PC, artist)

CounterStrike for Half-Life (PC, artist)

Ricochet for Half-Life (PC, artist)

Team Fortress Classic for Half-Life (PC, artist)

Half-Life (PC, artist and designer)

Wild 9’s (PSX, artist)

Doom64 (N64, artist and designer)

Final Doom (PSX, artist)

Doom: Special Playstation Edition (PSX, artist and designer)

Fun ‘N’ Games (PC and 3DO, artist)

Double Dragon V (SNES, artist)

Pirates Gold (PC, artist)

F-15 Super Strike Eagle (SNES, artist)

F-15 (NEC9801, artist)

Civilization (PC, Macintosh, NEC9801, and Amiga, artist)

Gunship 2000 (PC, artist)

harry teasley, 14019 163rd pl se, renton, wa, 98059

harry@het3.com | www.harryteasley.com