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Tito Pagan

Game Credits


Scene It?: Music (2006)   (Art Director)
Fate (2005)   (Artists)
Betty Bad (2002)   (Art)
Tender Loving Care (1998)   (Artists)
Clandestiny (1996)   (Artists)
Command: Aces of the Deep (1995)   (Additional Graphics / Artwork)
Aces of the Deep (1994)   (Additional Art)
Metaltech: EarthSiege (1994)   (Model Building)
Aces Over Europe (1993)   (Art Production)
Betrayal at Krondor (1993)   (Graphics / Artwork)
Stellar 7: Draxon's Revenge (1993)   (Production Artists)
Aces of the Pacific (1992)   (Artists)


Aces Over Europe (1993)   (Actors)

Creative Services

Metaltech: EarthSiege (1994)   (Lip Synching)
A-10 Tank Killer (1989)   (Online Manual credits: Lead Production Artist)


Betrayal at Krondor (1993)   (Special Thanks)


Fate: Undiscovered Realms (2008)   (Original Fate Team)

Developer Biography

(Exerpted from an Interview on Breaking In)

My first job in the PC game industry was for a company called Dynamix, in Eugene Oregon, 10 years ago. I was hired despite having very little computer art experience at the time. They were in need of art talent who had strong traditional training in design and visualization of original and realistic environments. It was an entry-level position with much room for learning and growing in so many areas. This was a time when very few artists specialized in any one aspect of creating computer art. Each wore many hats out of necessity. If they did become specialized they would soon be in danger of becoming obsolete. Dynamix was developing many titles at the same time and so offered many opportunities and challenges for an up-and-coming artist. I soon became a sponge for new and cool tricks and techniques using authoring software for artists, as I worked with several very talented individuals.

I feel very fortunate having worked with several well-respected and established companies in the Northwest. Besides Dynamix, I've worked directly within development teams for Trilobyte, Sierra, Gas Powered Games, Microsoft, and now WildTangent to create published titles. During my career, I've focused my attention on creating real-time art content of environments and animated characters. This is what I enjoy, and so I've always worked towards the goal of securing more of the same opportunities in today's competitive market while maintaining a broader scope of artistic ability as a contributing artist on any team.

Last updated: Nov 23, 2003

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