web and game design
BIOGR APHY Michael Fortunato has been working as an Artistic Director and web developer in the video game industry for over ten years. He has been an indispensible member of Phoenix Online Studios, an emerging game company that has made award winning games for PC, Mac and iPad. As the Voice Over Director for Cognition: An Erica Reed ThrillerTM, Michael was responsible for casting, directing and recording all voice work for the game. Cognition won the 2013 Adventure Gamers Reader’s Choice award for “Best Adventure Game.” As the Assistant Art Director, Michael conducted the 2D and 3D art teams to ensure that all artwork adhered to a strict quality standard and all assets seamlessly fit the game style. The game was also nominated for the 2013 Adventure Gamers Reader’s Choice award for “Best Graphic Design.”
In February, 2014, Michael built and launched the newly branded Phoenix Online Publishing website, http://www.postudios.com. The highly dynamic site required combining numerous MySQL databases as well as incorporating WordPress and Tumblr blogs.
Michael has currently completed working as the Art Director on Jane Jensen’s Moebius:
Empire RisingTM, which released April 15th, 2014 and is now working as a 2D and 3D artist on another Jane Jensen production, a high-definition remake of the extremely popular
Gabriel Knight series.
Currently attending Sierra College, Michael will be transferring to Sacramento State University in the Fall 2014 to complete a Bachelor of Science degree in Computer Science in 2016.
TABLE OF CONTENTS Biography....................................................................... 2 Web Design Phoenix Online Publishing................................ 6 Moebius............................................................. 8 Cognition.......................................................... 10 NYC Winter....................................................... 12 Sebastian’s World. . ........................................... 14 Giselle Hyland.................................................. 16 Game Design The Silver Lining.............................................. 20 Cognition......................................................... 24 Moebius........................................................... 28 Résumé.. ....................................................................... 32 Artist’s Statement........................................................ 34
PROJEC T Utilizing Photoshop, Dreamweaver and Notepad++, I built this site for Phoenix Online Studios , a game development and publishing company in California. This site was created to launch the companyâ€™s new distributor brand, Phoenix Online Publishing .
SUCCESS I completed within the timeframe, thoroughly tested on a dummy server and then I published the site early in the morning before the press releases were sent out. The entire process was completed without a hitch.
PROJEC T As part of the Phoenix Online Publishing re-branding, the client required a separate website be created for each game they were publishing.
CHALLENGE The games pages needed to fit with the new branding and web design but each game had very different art styles. I was asked to design a template that could be easily updated to reflect each gameâ€™s unique style.
PROJEC T The original site for Phoenix Online â€™s computer and iPad game, Cognition: An Erica Reed Thriller TM. I designed and built the site using HTML, CSS, JQuery and PHP. Programs used were Photoshop, Dreamweaver and Notepad++.
CHALLENGE Completely design, build, test and implement a multi-page game site in less than 72 hours. The site required linking to WordPress and custom-made MySQL databases.
SUCCESS The first day, I sent design ideas to the directors. After a quick approval turnaround, I set about building the pages as quickly as I could. It was an exhausting endeavor, but I completed the site and was able to implement it before the PR department launched their publicity campaign across the internet.
PROJEC T A personal site to exhibit winter photographs I took in Central Park in New York City. My intent was to catalog the last winter I experienced before moving from NYC to California.
CHALLENGE I wanted the site to be viewable at any resolution and usable on tablets and phones. I challenged myself to create a truly responsive site with a layout that would adjust to a viewerâ€™s browser window size.
SUCCESS Utilizing responsive techniques within the CSS document, I created a number of styles that automatically adjusted the page layout based on the size of the browser window. The end result allows the elegance of the site to be viewed at multiple monitor resolutions.
PROJEC T Create a web site to be used as a game pitch presentation. The game is an original concept designed and built by me.
SUCCESS Utilizing Photoshop, Corel Painter, DreamWeaver, and Autodesk Maya, I created the art assets and built the website. The animated scroll effects, along with parallax elements for the backgrounds, lend a sophisticated flair to the overall package.
PROJEC T A Flash-based website for an actress in New York City.
CHALLENGE The client wanted a site that reflected who she was and that not only displayed examples of her acting work, but also incorporated elements of her modeling work. The site had to be able to link to various audio and video sources and also had to be animated. The client also needed updated headshots which she could then use on the site.
SUCCESS The client was ecstatic over the very first design I showed her. I set to work pulling together the hundreds of modeling shots, photos and videos of the actress. I then photographed her from my home studio. These photographs became her new headshots. After publishing her site, the actress regailed to me the number of auditions she was getting because of the website.
PROJEC T Phoenix Online Studio â€™s flagship adventure game for the PC and Mac, The Silver Lining is an adventure game set in the Kingâ€™s Quest universe. As the Lead Texture Artist and Assistant Art Director I established the look of the 3D backgrounds so that they all looked like backdrops to an animated movie and not a 3D set. All modeling was done in Autodesk Maya and the texture painting was done in Corel Painter and Adobe Photoshop. I also designed the user interface, including the toolbars, inventory windows and main menus. As the Voice Over Director, I was responsible for casting, directing and recording the actors for the fully voiced game.
I designed the cover, booklet and discs for the TSL soundtrack. These were fabricated and sent to a large number of our fan base.
A s the lead artist on the project, I was required to complete the models that were created by other members of the team.
Most of the time, this would require remodeling sections or simply cleaning up and optimizing the models to be used ingame. I then hand painted each texture so that the game looked like it was an animated cartoon rather than a three-dimensional adventure. 22 email@example.com
I was responsible for all weather and environment effects and animations. This
included swirling clouds, rain, fog, lightning and other visual effects. They were created both in Autodesk Maya and in the Torque game engine. The effects were a combination of polygonal models and particle effects.
U sing Corel Painter, I designed and painted all of the game option screens and user interfaces. Fortunato
PROJEC T Cognition: An Erica Reed ThrillerTM is a supernatural-mystery adventure game from Phoenix Online Studios. As the Assistant Art Director, I was responsible for creating the user interface including all menus, toolbars and inventory items. I also painted a number of the 2D backgrounds, lit all in-game scenes and created all particle and special effects in the game. I crafted a toon shader to give the game the look of a graphic novel. I cast, directed and recorded actors for all of the dialog in the game. I edited all audio to ensure that the best â€œtakesâ€? were used in-game. I also created all promotional material for the game, including posters, postcards, web banners, and the official soundtrack.
As the assistant art director, I was responsible for not only overseeing the work produced by the 2D and 3D art staff but I was also responsible for creating some of the hand-painted 2D backgrounds in the game. These backgrounds were painted using both Corel Painter and Photoshop. I was also responsible for most of the PR media assets which included the creation of wallpapers, posters, postcards, banners, etc.
One of the wallpapers I created for the Kickstarter fans. Fortunato
I designed all of the gameâ€™s UI like this computer interface for the computers at the FBI office. This interface needed to look somewhat high-tech, but also needed to pass off as a government-approved design.
The main interface went through a number of design revisions. Here are some of the test layouts created for the main game action wheel.
The various icons I created for the action wheel interface for PC/Mac and iPad platforms.
The Cognition power interface changed dramatically as well. The final design is the top-right, a simple blue orb that minimizes the interface without sacrificing functionality.
PROJEC T Moebius: Empire RisingTM is a metaphysical thriller from veteran game designer, Jane Jensen. As the Art Director, I was responsible for creating the overall style of the game: a graphic novel with 3D rendered and hand-painted backgrounds and highly detailed, toon-shaded characters. I also modeled, textured, lit, rendered and painted a number of the 2D backgrounds, lit all in-game scenes and created all particle and special effects in the game. I used a modified version of the toon shader I originally created for Phoenix Online Studios previous game, Cognition: An Erica Reed ThrillerTM. I also created promotional material for the game, including all of the distributor assets for Steam, GOG, GamersGate, and other sites.
Original Maya Scene
Ambient Occlusion Render
Venice Murder Bridge Scene One of the first backgrounds to be completed for the game. I received the scene from one of our modelers and then set to work remodeling portions and adding details where needed. I then lit and rendered the scene using multiple passes, including an ambient occlusion pass and an outline pass. Finally, I composited the passes in Photoshop and painted over the scene to get the final look seen here on the right.
One of the wallpapers I created for the Kickstarter backers.
Steam achievement icons created in Photoshop
One of the designs I created, that was used for postcards and web banners, advertising the release of the game.
Michael Fortunato New Media Designer, Web Developer A highly creative, energetic, and motivated self-starter with exceptional problem solving skills eager for a full-time career utilizing and building my skill sets and experience as a web and game developer.
WORK EXPERIENCE DEC, 2013 - PRESENT
GABRIEL KNIGHT: POSTUDIOS
Modeling and Texturing character models using Autodesk Maya, Mudbox and Photoshop; including optimizing UV maps and textures. Lighting all scenes and adding special effects (particles, animated water, etc) in the Unity engine. Designing the inventory and map icons utilizing Photoshop.
grate custom databases and Wordpress.
FINAL CUT PRO
DEC, 2012 – FEB, 2014
SONY VEGAS PRO
SONY SOUND FORGE
and Google Docs ensuring the work was high-quality and completed on-time.
MICROSOFT OFFICE SUITE
ya’s mental-ray renderer. Designed and constructed a 120-room maze within
Assigned tasks and provided constructive feedback to the art team via Skype Designed all light plots, shaders and rendered all 3D backgrounds using MaMaya and Unity and created all environment effects and animations including
UNITY GAME ENGINE
animated water and particle effects. Created marketing materials such as postcards, posters and wallpapers incorporating Photoshop, Illustrator, InDesign and Acrobat Pro.
EXCELS IN TEAM ENVIRONMENT
DEC, 2011 – JAN, 2013
ASST ART DIRECTOR/VO DIRECTOR COGNITION: POSTUDIOS
Instructed the 2D artists via Skype, Google Docs and email to create a unified art style. Designed and created 2D Backgrounds using Adobe Photoshop and Corel Painter and lit all 3D sets in Maya and Unity (utilizing real-time and baked-in lighting). Cast, directed recorded and edited all voice over actors in the game. Created custom particle special effects in Unity. Designed the game user-interface and created marketing materials using Photoshop, Illustrator and InDesign. Designed and built the game website in DreamWeaver.
2008 – 2011
ASST. ART DIRECTOR/VO DIRECTOR THE SILVER LINING
Designed and delegated tasks and instructed 2D and 3D artists to create a unified art style throughout the game. Modeled and textured backgrounds and props utilizing Maya. Completed 2D and 3D artwork: corrected 3D models, optimized UV space, designed lighting plots and baked that information into textures. Designed the userinterface using Adobe Photoshop and Corel Painter. Created all marketing materials including wallpapers, DVD and CD box designs, postcards and posters employing Adobe Photoshop, Corel Painter, Illustrator, InDesign and Acrobat Pro
Related Work Experience 2001 - 2009
Education 2014 1995
Sierra College, Rocklin, CA Associate of Science degree in Computer Science American Musical and Dramatic Academy, New York, NY Two-year intensive study in the performing arts; certificate
Certifications BlackBerry Certified Specialist – 2008 Microsoft Certified Professional – 2009 Cisco CCNA Certified - 2009
EXECUTIVE LEVEL SUPPORT
SIDLEY AUSTIN LLP, NEW YORK, NY
Third-level technical support for all high-level partners and administrators. Utilized listening and troubleshooting skills, able to understand and resolve the escalated technical issues.
BLACKBERRY UPGRADE PROJECT COORDINATOR
SIDLEY AUSTIN LLP, NEW YORK, NY
Proposed and implemented upgrade plan for coordinated sixteen office BlackBerry Server upgrade. Instructed the network administrators in each office on how to perform the upgrade so that there was no noticeable downtime to the 5000+ clients.
BLACKBERRY DEVICE UPGRADE, PROJECT COORDINATOR
SIDLEY AUSTIN LLP, NEW YORK, NY
Managed a sixteen-office firm-wide upgrade of 5000+ BlackBerry devices. Coordinated the IT support and network administrators in each office, as well as the phone carriers in each country, which resulted in the smooth upgrade of all BlackBerry devices.
My desire is to design, build, and implement websites that encompass a client’s identity and games that entice a gamer’s imagination. I have been working as a game designer and web developer for over ten years and have extensive experience designing websites, user interfaces, game levels and special effects I prefer design that is clean and simple to navigate. This is not to say that the website or game will not be visually striking. It is important to capture the audience’s attention within the first two seconds that they view the product. My goal is to ensure that the design immediately imprints itself onto the audience, which creates a desire in them to explore further. I revel in creating websites that will scale and tailor themselves to the various smartphones, tablets and web browsers currently available. This ensures a client’s message will reach their target audience, including those with physical impairments. I am a highly perceptive, intuitive, and feeling individual. I am able to easily understand my clients and place myself “in their shoes,” creating a final product that is perfectly tailored to the client’s wishes. I am able to walk a client through the design and development process, step-b-step, so that they fully understand what the final product will look like and how it will function. Just as importantly, I ask relevant questions, probing the client to reveal specifically what they require, ensuring that what I create is precisely what the client requested. Using the skills I have amassed along with my intuitive personality, I create beautiful and unique games and websites that immediately resonate both with the client and their audience.