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C U R R I C U L U M . V I T A E . |
PERSONAL Mr. ROLF MICHAEL MOHR Nationality: British
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EDUCATION Felstead School: Entrance Art Scholarship Nottingham University : BA (Hons) in Architecture and Environmental Design Gnomon School of Visual Effects: Digital Matte Painting
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EXPERIENCE ______________________________________________________________________
2K GAMES , Novato Jan 2018 — Present UNANNOUNCED TITLE ______________________________________________________________________ |
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TELLTALE GAMES , San Rafael July 2016 — Dec 2017 BATMAN: THE ENEMY
WITHIN MARVEL'S GUARDIANS
OF THE GALAXY: THE TELLTALE SERIES BATMAN: THE TELLTALE
SERIES ______________________________________________________________________ |
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GRAVISTAR LABS
, Austin March 2016 —
July 2016 ______________________________________________________________________ FREELANCE CONCEPT ARTIST, Austin July 2014 — Present TIMELESS: CONTINUUM
RECON VR SHORT HBO's THE LEFTOVERS ROOSTER TEETH PRODUCTIONS BLUR STUDIOS KELLERHOUSE, INC. DIGITAL DOMAIN WHITEMOON DREAMS |
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______________________________________________________________________ Feb 2015 - Sept 2015 BATTLECRY STUDIOS Concept design for new Battlecry IP. Working under creative direction of Viktor Antonov, visual design director of Zenimax Media. ______________________________________________________________________ |
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June 2010 - July 2014 CERTAIN AFFINITY, Austin HALO: THE MASTER
CHIEF COLLECTION CALL OF DUTY: GHOSTS HALO 4 ______________________________________________________________________ |
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April 2011 - Present PRECOG STUDIOS, Austin, London, LA Director of Pre-Viz, Animation & VFX team for video game and motion picture production. ______________________________________________________________________ |
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June 2010 - Present Freelance Art Director & Concept Artist, Austin HALO ANNIVERSARY ACTIVISION IP ______________________________________________________________________ |
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June 2010 - May 2011 HELLFIRE GAMES , Austin NOVUS PRIME Art Director on brand new PS3 multiplayer space combat game for Playstation Home. ______________________________________________________________________ |
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Sept 2009 - April 2011 MICRORAPTOR GAMES , Austin Creative Director of small video game development startup. Developed pitches and prototypes for first party PSN and XBLA titles. ______________________________________________________________________ |
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Mar 2010 - June 2010 SONY COMPUTER ENTERTAINMENT, San Diego Freelance Concept Artist on various first party PS3 projects: PLAYSTATION MOVE
HEROES PLAYSTATION HOME TWISTED METAL PS3 ______________________________________________________________________ |
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Sept 2008 - June 2009 DISNEY JUNCTION POINT STUDIOS, Austin DISNEY'S EPIC MICKEY Director of Visual Development on Warren Spector's high profile Wii title. Worked closely with Warren Spector supervising the artistic direction and visual style of all art-related content: Concept, Character, Environment, Animation, Cinematics and FX and a large overseas outsourcing department. ______________________________________________________________________ |
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July 2008 - Sept 2008 VIRTUE ARTS , Los Angeles LUNAR RACING CHAMPIONSHIP Concept artist on PC / X-Box 360 arcade style game with NASA and Discovery Channel tie-ins. ______________________________________________________________________ |
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July 2002 - June 2008 INSOMNIAC GAMES, Los Angeles RATCHET & CLANK FUTURE: A Crack in Time Concept artist for PS3 sequel. RATCHET & CLANK FUTURE: Tools of Destruction The classic platformer comes to PlayStation 3... Concept artist for this award winning title which the New York Times compared with "Pixar" graphics...
Concept artist on the forthcoming monster of a sequel to the best-selling PS3 game. Full time concept artist: Designed environments and created additional effects for first person shooter. Number 1 selling launch title for Sony's new PlayStation 3 console. ______________________________________________________________________ |
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RATCHET: Deadlocked The fourth installment... RATCHET & CLANK: Up Your Arsenal Third in the series, rated the best so far.. RATCHET & CLANK: Going Commando Sequel to this hugely successful game RATCHET & CLANK The innovative, genre-defining action platformer for PlayStation 2 Modeled, textured and designed stylized, fantasy environments using Maya and in-house tools / plug-ins. ______________________________________________________________________ |
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Jan 2002 - May 2002 NEVERSOFT, Los Angeles TONY HAWK'S PRO-SKATER 4 The classic series continues, for PlayStation 2, being developed in tandem with X-Box and Gamecube versions. Modeled and textured highly realistic real-time environments using 3DStudio Max and in-house tools / plug-ins. ______________________________________________________________________ |
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Aug. 2001- Jan 2002 LUCKY CHICKEN GAMES, Santa Monica ROBOTECH: The Macross Saga Space Shooter for Game Boy Advance Background level art - tile sets, menu graphics ______________________________________________________________________ |
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Feb. 1999 NOVALOGIC, Calabasas 'NECROCIDE' Horror game for PC CDROM Conceptual designs for characters, environments, weapons. Modeling and texturing of player character, enemies, 3d buildings, weapons, player interface.
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DELTA FORCE 3 multi-player combat sim for PC CDROM. Character designs for and additional modeling / texturing of player characters, buildings, vehicles etc. TACHYON:
The Fringe space combat game for PC CDROM and networked
multi-play. ______________________________________________________________________ |
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Nov. 1996 DREAMWORKS INTERACTIVE,
Los Angeles T'AI FU Aracde combat game for PlayStation Menu graphics and additional environment modeling. TRESPASSER: JURASSIC PARK game for PC CDROM Modeling and texturing of huge real-time environments and dinosaurs, using 3DStudio Max and in-house tools / world editors. ______________________________________________________________________
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1996 SYSTEM 3 ARCADE, London
Design proposal (based on earlier docs) and initial stage development for LAST NINJA 3D game for Sony PlayStation
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1995 SONY COMPUTER ENTERTAINMENT, London PORSCHE CHALLENGE PlayStation ![]() |
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Co-designed MEAN ARENAS game
prototype: 4-player futuristic gladiator beat-em-up
Co-designed a fairly epic sci-fi game called RESISTANCE about alien invasion. |
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Also at Sony I created a cartoon strip
called 'POLYGON REDUCTION MAN' for their Newsletter
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Designed 'virtual' environments for
CYBERJACK prototype game - a DESCENT style shoot-em-up set in
cyberspace.
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Cyber-Sentry' |
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Storyboards for PlayStation FMV demo and rendered various sequences in Softimage.
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1991 CORE DESIGN LTD. Derby, England. Co- designed DOCTOR WHO 3d adventure game for Sega, a 3 time line proposal, Tom Baker was confirmed as on board to do narrated FMV cinematic sequences, but it turned out Sega couldn't afford the licencing fee from the BBC. Box cover artwork : ENCHANTIA, UNIVERSE, DRAGONSTONE, BC RACERS 3D packages: 3DStudio v. 4.0 and Wavefront introductory course. |
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Designed story for UNIVERSE,
a space-fantasy graphic adventure (on Amiga, CD32, PC and CD ROM)
and acted as coordinater/art director. Designed and painted all the backdrops. Created rotoscoped main character, animated on DeluxeAnim (Amiga) Also created additional icon graphics, manual design, background story material etc. |
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Created scene layouts and painted all
the digitized backgrounds for CURSE OF
ENCHANTIA graphic adventure
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______________________________________________________________________ Continued with architectural perspectives
/ artist’s impressions on a freelance basis for Sarah Brown Artists
agency, Ealing, London : Paperback: Misc. Illustrations: |
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______________________________________________________________________ 1987 Stefan Barcikowski architectural model makers, Nottingham. ______________________________________________________________________ 1986 Year-out trainee architectural draughtsman for Sutherland Craig Architects, Nottingham. During this time I attended a training course in the "SONATA" architectural CAD system |
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CONCEPTING & VISUAL DESIGNMany of these were "Special Projects" involving visual and story development for various film/merchandising cross-overs - where toy companies such as Hasbro and movie studios collaborate on project development.
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