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Herein lay the Judges for Dominance War II
Although everyone can't be winners, rest assured, artwork created for this grand annual event will earn instant recognition and respect amongst all portfolio reviewers, peers and friends.
Some of the greatest minds have come together to judge your work for Dominance War II. A special thanks goes out to these exceptional judges who have taken time out of their busy schedules to inspire, support, motivate and advance game content creators around the world.
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Brom

Artist

BromArt.com

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Born in the deep dark south in 1965. Brom, an army dependant, spent his entire youth on the move and unabashedly blames living in such places as Japan, Hawaii, Germany, and Alabama for all his afflictions. From his earliest memories Brom has been obsessed with the creation of the weird, the monstrous, and the beautiful. At the age of twenty, Brom started working full-time as a commercial illustrator. Since that time Brom has been working feverishly for every facet of the genre, from novels (Michael Moorcock, Terry Brooks, R.A.Salvatore, E.R. Burroughs), Role-playing (TSR, White Wolf, FASA, WOTC), comics (DC, Chaos, Dark Horse), Games (Doom2, Diablo2, Heretic, Sega, Activision), and film (Tim Burton, Galaxy Quest, Ghosts of Mars, Scooby Doo, Van Helsing). Brom has been active in the 3d world as well with a line of Brom fetish toys from Fewture and a series of bronzes from the Franklin Mint.
Brom is currently kept in a dank cellar somewhere in the drizzly Northwest. There he subsists on poison spiders, centipedes, and bad kung-fu flicks. When not eating bugs, he is ever writing, painting, and trying to reach a happy sing-a-long with the many demons dancing about in his head.
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Dominance War II Judges
(in alphabetical order) |




Alfredo Chaves

Producer

Electronic Arts
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Currently employed by Electronic Arts as Producer on a next-gen project, Alfredo has also worked as Art Director and VFX Supervisor for the past 12 years. Having a traditional training in Architecture, his vision has allowed him to work in the gaming industry as well as in Film and TV. He has delivered work for companies like 3DO, 2K Games, EIDOS and LucasArts to name a few. |



Andrew Jones

Creative Director

Massive Black

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Andrew Jones, is one of the founders of CONCEPTART.ORG, and Creative Director Massive Black. For the past 5 years Andrews vision has guided the visual direction of Nintendo¡¯s hit Metroid franchise. He has worked for over a decade as a concept artist he has worked on PC, Console, Film, music videos, fashion design, and handheld games. Andrew began his career working at INDUSTRIAL LIGHT and MAGIC. He has taught figure drawing and digital painting concept art at workshops around the world and continues to inspire and influence young artists everywhere. Andrews work can be seen on the box cover of his favorite painting program Corel PainterX. Under the full moon he can barely be seen from the cloud of airbrush mist as he covers beautiful nymphs with the patterns of his soul. |



Anthony Vrakotas

Art Director

DC Studios

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Anthony currently works as an Art Director for DC Studios Montreal where he primarily creates hand held games for the Nintendo DS (2D and 3D). His former credits include a healthy accumulation of eight years experience as a digital illustrator in advertising, design and his credits continue into the present as he now directs a multitalented team of artists and animators as an Art Director for video games. His career in art directing began 5 years ago when he started his own company. This placed Anthony in a position to work as an Art Director for Bob Branding and Design in Montreal - as a result, 3 projects later won prestigious awards. Anthony has gathered 9 video game titles under his belt and is currently in production on 2 more. To this day, his one true passion remains in traditional art practices and he is happy to be pursuing a degree (part-time) in Fine Arts. |



Bas Uterwijk

Art Director

Guerrilla Games
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Bas began his career in arts as a model-maker for museums and advertising. However, with a desire to learn more, Bas quickly entered into a post production and tv environment where he diligently worked as an all-round modeler/animator for more than 10 years. These days, armed with a never ending passion to create, Bas works as an Art Director for Guerrilla Games during the day and concludes his evenings with his favorite spare time hobby, photography. |



Charlie Wen

Character Designer

Imagi
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Charlie Wen's credentials include an assortment of grand accomplishments. He has worked on games, film, commercials, and print for SCEA, Acclaim, Dreamworks, Disney, Rhythm & Hues, Wizards of the Coast, and Darkhorse. Among Charlie's favorite accomplishments would have to be his work as Visual Development Director for Sony Computer Entertainment America where he created Kratos and helped establish the hit series God of War and highly anticipated God of War 2. Outside a production environment, Charlie enjoys teaching. He has taught figure drawing at Associates in Art, Rhythm and Hues, Acclaim Entertainment, and the Animation Academy. He has also taught character design at Gnomon Workshop. Currently, Charlie Wen works as a character designer for Gatchaman, a film created by Imagi. |



Daniel Dociu

Art Director

Arenanet

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Daniel Dociu studied art and architecture and got a masters degree in industrial design from the Academy of Fine Arts in Cluj, Romania. Daniel worked for a few years as a product designer, then spent another few teaching, before jumping ship to interactive entertainment. He's been working as an art director in the games industry since '94, for companies like Squaresoft, Electronic Arts (twice!), Zipper Interactive. Daniel has done consulting for Microsoft and freelance work for Wizards of the Coast, Digital Anvil as well as a fair share of small developers who have come and gone. For the past three and a half years he has been with Arenanet, a fully owned subsidiary of NCSoft, in an art director and lead concept artist capacity, where he has worked on all titles associated with the Guild Wars series so far. |
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Dave Inscore

Art Director

Big Huge Games
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Dave is an alumni of the Maryland Institute College of Art, the oldest accredited art school in the nation. As a founding member and Art Director at Big Huge Games, Dave guides the team's artistic vision and does his part to ensure they remain on the cutting edge of visual technology. In 1995 he began his career at Microprose where he cut his teeth on titles like 1943: European Air War, Virtual Karts, Deion Sanders Prime Time Football, and Magic: The Gathering. Moving on to Firaxis, Dave participated in the creation of Sid Meier's Gettysburg and Alpha Centauri, where he distinguished himself as a character animator, terrain artist, and interface designer. In 2000 Dave co-founded Big Huge Games, where he has served as Art Director on Rise of Nations and Rise of Legends, the latter of which was bestowed with Gamespy's 2006 Special Achievement in Art Direction Award and commended in the press as "A playable piece of art..." (Game Revolution), and "...the best looking RTS I've ever played" (PC Gamer). Presently, Dave is at the visual helm of an unannounced console RPG title. His blog can be found at www.artofthegame.biz.
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Eduardo Gonzalez

Art Director

Threewave Software
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Eduardo has been in the Games Industry for over 5 years. In that relatively short time, he has influenced the art direction for some of the biggest hits in recent game history: AAA titles such as God of War, Kill Zone, and Twisted Metal to name only a few. Eduardo is the owner of Artemis, a contractual art service studio where he worked with film and TV studios like Identity Studios, Uncharted Territory, TVX, and many more. For the last several months, Eduardo has been with Threewave Software, leading the visual direction of a number of undisclosed AAA titles. Prior to his time in the Games Industry, Eduardo was an instructor at Montecito College in Arcadia, California, where he taught such courses as Figure drawing, Character design, and 3D design. Eduardo graduated from the Art Center College of Design, in Pasadena California, with a Bachelor of Fine Arts in Illustration. |



Joby-Rome Otero

Creative Director /
Studio Manager

Luxoflux / Activision
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Joby is the Studio Creative Director and Co-Manager of Activision's Luxoflux game development studio. A 17 year veteran of the game industry - Joby has worked in just about every genre and in nearly all aspects of development. In 2000, Joby was nominated in the 1st Game Developers Choice Awards for his work on the ground-breaking game Sacrifice. His other collaborations have since earned many nominations and awards and achieved great commercial success. Joby hopes to continue building work environments that inspire innovation and create joy through games." |



John Wu

Senior Artist/Concept

Sony Entertainment
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John Wu is a Senior Artist and Concept Artist at Sony Computer Entertainment America (SCEA) located in Santa Monica, California. His responsibilities are to create high-level conceptual art and animation for multiple projects, to further communicate the Creative Director's vision. Prior to working at SCEA, John spent five years at Insomniac Games, Burbank, California, where he helped create the hit franchise series Ratchet and Clank for the Playstation2, and more recently Resistance: Fall of Man for the Playstation3's launch. Before his move to California, John lived in Montreal, Quebec, and is an Alumni of Dawson College's Illustration and Design program. After graduating, John worked as a storyboard artist on various televised commercial campaigns, as well as a layout/posing artist for children's animation. His last position in Montreal was as a Lead Artist in a role-playing game company called Dream Pod 9. |



Kenny Carvalho

Game Recruiter

Blizzard Entertainment
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Kenny began his dive into the gaming industry with the creation of his indie studio, Parasytic Moon. A graduate of Art Institute of Ft. Lauderdale, Kenny worked under the tutelage of Tom Buscaglia, the Game Attorney, and learned the ins and outs of business development and legalities. Initially an active member of South Florida¡¯s IGDA chapter, Kenny later became chapter coordinator and brought over many high tier artists to teach boot camp seminars. Further accomplishments arose as he moved onto GameRecruiter.com where he learned the art of team assembly and the needs of top level developers. Kenny has been asked for consultation advice by American Intercontinental University to help develop their school's videogame curriculum and now, Kenny works as a Recruiter for Blizzard Entertainment. |



Kolby Jukes

Character Artist

Freelance
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Kolby Jukes began his career in the game industy as a senior modeler at Raven Software. Currently Kolby is working as a freelance character artist for a number of prominent game studios - to date he has contributed character-art to 15 next-gen game titles. |



Pascal Blanche

Art Director

Ubisoft
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Pascal emerged from a background in Mathematics & Philosophy and earned a diploma in Applied Arts before moving rapidly into gamed development. Pascal's list of credentials spanning the last 11 years include work in Animation, 3D Art and character modeling. His credits include work on games like; Atripolis 2097, Elric, Stupid Invaders and, most recently, art direction on Myst IV Revelation for Ubisoft. Pascal also worked on the CG feature for TVA International. An accomplished artist in his own right, Pascal has won awards for work contributed to the EXPOSE annuals, has been credited in the roles Graphics and Design on numerous projects as well as working for Xilam. |



Seth Spaulding

Art Director

Firaxis Games
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Seth Spaulding, Art Director, Firaxis Games. Seth is an 11 year veteran of the games industry. After 10 years as Art Director, Senior Artist/VP and then President of Cyberlore Studios in Massachusetts, Seth moved on to become Art Director of the award-winning studio, Firaxis Games in 2005. Currently, he directs a 30 person art department working on PC and next-gen titles. Prior to moving to Firaxis, Seth worked on console and PC titles for SSI, Blizzard, Accolade, Hasbro Interactive, Atari, Microsoft and Ubisoft including Entomorph, WarCraft II: Beyond the Dark Portal, Deadlock II, Majesty: The Fantasy Kingdom Simulator, Risk, MechWarrior4: Mercenaries and Playboy: The Mansion. |



Stu Rose

Director of Strategic
Planning

Cheyanne Mountain
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Stu Rose, Director of Strategic Planning, Cheyenne Mountain
Entertainment. Armed with a degree in Illustration, Stu started his gaming career as
one of the original artists at Blizzard Entertainment. Stu worked on
every Blizzard title from The Lost Vikings to Warcraft, Starcraft,
Diablo and World of Warcraft. Recently, he has been part of a dynamic
new company, Cheyenne Mountain Entertainment, which is developing an
MMORPG based on the Stargate television series. Stu is currently
developing new opportunities to expand the Cheyenne Mountain
Entertainment portfolio. |
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