Also Known As
- BJ West
|Vigilance (1998)||(Art and World Building)|
|The Sims 2 (2004)||(Object Modelers)|
|The Sims: Mega Deluxe (2004)||(Art and Animation)|
|The Urbz: Sims in the City (2004)||(Modelers)|
|The Sims: Deluxe Edition (2002)||(Art and Animation)|
|The Sims: Online (2002)||(Artists)|
|SimCity 3000 Unlimited (2000)||(Art)|
|The Sims (2000)||(Artist)|
|Supercross 2000 (1999)||(Artists)|
|Club Drive (1994)||(Artists)|
|Cybermorph (1993)||(Graphics By)|
|Trevor McFur in the Crescent Galaxy (1993)||(Animators)|
|The Humans (1992)||(Also Tested by)|
|Battlemorph (1995)||(Special Thanks To)|
|SimCity 3000 Unlimited (2000)||(Art)|
B.J. West was grown in a vat in a secret lab somewhere in Southern California. Genetically engineered to be the ultimate "art ninja", Mr. West has trained since birth in Illustration, Film, Architecture and Industrial Design. His initiation into the industry consisted of surfing the collapse of the legendary (but ill-fated) games giant Atari Corp. Somehow, he survived, and has worked in the games biz ever since. Beej is currently reigning as Object Overlord for TheSims Online.
Pledged to serve Urania, the Muse of Astronomy, B.J. is obsessed with space travel, and plans on taking an extended vacation on the nicer moons of Jupiter the moment such an opportunity arises.
TheSims - Livin' Large Developer: MaxisPublisher: Electronic Arts Artist/Animator - April 2000 to July 2000 Served as part of a close-knit production team under severe time constraints for this first expansion pack to the smash Maxis hit; "TheSims". Created dozens of new highly realistic household objects, as well as a coordinated set of floor and wall tiles designed for creating Medieval style Castle environments.
SimCity 3000 Unlimited Developer: Maxis Publisher: Electronic Arts Artist/Animator - Nov. 1999 to April 2000 Spearheaded a team set up to create the 64 second opening cinematic for this update to the #1 PC title of 1999. Led conceptual effort from brainstorming, and writing the script, to creating storyboards and amending the sequence based on executive feedback. Composed, modelled and animated the first half of the cinematic, making heavy use of previously created high resolution game assets, creating terrain for them and arranging them into scenes.
TheSims Developer: Maxis Publisher: Electronic Arts Artist/Animator - Sept. 1999 to Nov. 1999 Assisted with art task overflow during the final shipping crunch of this highly addictive game. Created additional wall and celing texture sets, improved the quality of existing assets, provided design and art support for the user interface.
SuperCross 2000 Developer: Maxis Publisher: EA Sports Lead Stadium Artist - July 1999 to Sept. 1999 Modeled and textured real-time models of several landmark sports arenas for this PlayStation motocross game. Supervised a team of contractors in the creation of additional stadiums and race cources.Implemented and moderated extensive asset management system.
SimMars Developer: Maxis Publisher: Electronic Arts Artist/Animator - Dec. 1998 to July. 1999 Designed, modeled and textured numerous buildings and spacecraft for this highly realistic simulator of the colonization of Mars from first manned landing to terraforming. Single-handedly researched, designed and created the entire “Cape Maxis" launch site (which served as the primary interface for configuring missions), including terrain, buildings, vehicles and animation. . Used Adobe After Effects to add SimMars title to the preview video. Worked with programmers to create various special effects, including several varieties of smoke, fire, dust and ground scorching.
Vigilance Developer: PostLinear Entertainment Publisher: SegaSoft Artist/Animator - Feb. 1998 to Nov. 1998 Created several new 300-400 Poly characters using 3D Studio Max for this action/adventure shooter. Refined many of the existing characters as well.
Stargate: SG-1 Developer: PostLinear Entertainment Publisher: MGM Interactive Artist/Animator - Aug. 1997 to Feb. 1998 Used 3D Studio Max to design, model, texture and animate 30 original 250-450 Poly characters for this action/adventure CD ROM game based on the popular Showtime series. Worked closely with Art Director and Programmers for the creation of real-time special effects that take advantage of state-of-the-art 3D hardware.
Strafe's Guide To Streetspeak Publisher: Kelp Transmissions, Way Ltd. Art Director/Graphic Artist - June 1997 to July 1997 Designed and implemented the entire WWW version of Strafe's Guide To StreetSpeak, an irreverent online guide to cyberpunk street slang. Created all HTML code and graphics, adapting look and feel from prior print version, which I was also Art Director for. Assisted with editorial tasks, including evaluation of new terms.
B.O.B. II Developer: Foley Hi-Tech Writer/Art Director - Aug. 1996 to Apr. 1997 Created all characters and game settings with the exception of the title character in this proposed 3D sequel to the popular Sega Genesis platform hopper. Wrote script for opening cinematic sequence as well as extensive storyboarding of sample game action.
Silver Squadron Developer: Foley Hi-TechPublisher: Williams Entertainment Art Director - Jan. 1996 to Aug. 1996 Assisted Creative Director in creating a believable, self-consistent world to serve as context for science fiction action game, Designed all game characters and many of the settings, vehicles and other hardware. Created extensive concept sketches and blueprints. Established guidelines for look and feel standards. Supervised the creation of all artwork, both in-house and through outside contractors.
Black ICE\White Noise Developer and Publisher: Atari Corp. Designer/Art Director/Project Lead - March 1994 to Nov. 1996 Designed and spearheaded all aspects of this cyberpunk CD ROM adventure, from initial concept through co-writing script, to final production plan. Created and maintained schedule and budget. Interviewed and hired a team of staff artists and programmers, contract artists and an external video production company. Designed, scripted and supervised five day video production with The Interactive Alliance, Los Angeles, including blue screen work for Ultimatte compositing, stunts, martial arts and dialogue. Cast included over 30 SAG actors and stunt persons.
CyberMorph Developer and Publisher: Atari Corp. Artist/Animator - Jan. 1994 to March 1994
Trevor McFur In The Crescent Galaxy Developer and Publisher: Atari Corp. Artist/Animator - Aug. 1993 to Jan 1994
San Jose State University, San Jose, CA. Industrial Design Major. Trained to develop design concepts from thumb nail sketches to final renderings and models. Studied product semantics, human factors and ergonomics. Model construction with plastics, cardboard, foamcore and plaster, from rough mock-ups to working prototypes. Basic mold making and casting techniques. Studied the works of prominent designers, especially Syd Mead and R. Buckminster Fuller. Diablo Valley College, Pleasant Hill, CA Architecture major, Film Minor. Renderings in mixed media including markers, colored pencil, pastels and gauche. Technical drawing and drafting, including multiple point mechanical perspective, cutaways and exploded views. Studied notable architects, especially Frank Lloyd Wright and Hugh Ferriss.
Student Films: Pawn (15 Min.) Writer/Director/Production Designer/Editor Kasmir (15 min.) Production Designer/Cinematographer/Co-Editor Solano Community College, Suisun City, CA Film and Broadcasting Major Studied screenwriting and design for film and television production. Participated in various crew roles during the production of Solano Live, a weekly public access cable program focusing on campus events.
Student Films: Sermon (15 Min.) Writer/Production Designer The Last Conversation (15 Min.) Writer/Director/Production Designer/ Editor Matinee(20 Min.) Co-Writer/Production Designer/Co-Editor
Last updated: Oct 13, 2000