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Behrooz Roozbeh

Lead

Modeling
Texturing

Tehran to DC to LA to FL to LA to HI to SF to SD to OC to Lisbon

Biography

Started by studying computer engineering at GWU, after school started work on the Maxx TV serier for MTV, then I did contract work at SimEx's Mars Odyssy, an omnimax motion ride then moved to Orlando to work on Mulan feature animation , then started at Square working on play station games parasite Eve, Final fantasy 9, and Final fantasy movie, then worked on the Matrix :Path of Neo game for Atari at Shiny Studio, then Golden Eye at EA LA, then naughty dog unchrted 1,2, and 3, then Last of Us. After naughty dog I worked on Call of Duty :Advance Warfate at Sledge Hammer Studio, I went to work at the Skydance AchAngel VR game. Then Turtle Rock Studios I worked on Back4Blood game, Finally I worked on a Playstation VR game tiled FireWall Ultra.  I just moved to Lisbon figuring out whats next in my path.

Skills

Technical Skills

  • Mastery
  • Mastery

Work Experience

2021 – 2023

Principal Material/Texture Artist

First Contact Entertainment (Westlake Village, CA)
Working as a Principal Environment Artist on FireWall Ultra next generation AAA PSVR2 Firewall Franchise.

2018 – 2022

Senior Environment Texture Artist,

Turtle Rock Studios, (Lake Forest, CA)
Worked as a Senior Environment Texture Artist on Back4Blood game and pre-production of a AAA Canceled unannounced 1st person

2017 – 2017

Senior 3D CG Artist,

SkyDance Interactive (Marina Del Rey, CA)
Worked for the production of ArchAngel VR First person shooter game. My duties included creating shaders and textures for multiple environment levels in the game. Using unreal engine shaders.

2013 – 2016

Senior Materials Artist,

Sledgehammer Games, an Activision Studio (Foster City, CA)
Worked as materials/texture artist for the production of the Call of Duty: Advanced Warfare.

2006 – 2013

Shader/Texture Artist

Naughty Dog (Santa Monica, CA)
Worked as texture artist for the production of The Uncharted: Drakes Fortune, Uncharted 2: Among Thieves, Uncharted3: Drake’s Deception, and The Last of Us video games for the PlayStation 3.

2005 – 2006

Visual Effects Artist,

Shiny Entertainment (Newport Beach, CA)
Worked as one of five effects artist for the production of The Matrix: Path of Neo, an action game for the PlayStation2, PSP, Xbox, and PC

2003 – 2005

Lead Visual Effects Artist,

Electronic Arts (Los Angeles, CA)
Worked as the lead visual effects artist for the production of Golden Eye: Rogue Agent, a First Person Shooter action game for consoles.

2002 – 2003

CG Artist

Sammy Studios (Carlsbad, CA)
Worked as a 3D CG artist for the production of DarkWatch: Curse of the West, a First Person Shooter action game for the Playstation2 andXbox consoles.

1998 – 2001

Senior CG Designer

SquareUSA (Honolulu, HI)
Worked as a senior CG artist for the production of Parasite Eve, Final Fantasy IX Playstation game environments. and as a texturing and visual effects artist Final Fantasy: the Spirits Within movie.

Education

0079 – Present day

BSEE (CS option)

The George Washington University

Electrical Engineering/Computer

School of Engineering & Applied Science, ,Washington DC Completed 126 credit hours out of 129 required for completion of the degree.