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Jared Fry

Moby ID: 102678

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Art Director < moby company="Goldmark studios">Goldmark studios< /moby> October 2012 – Present Art Director for some exciting new mobile game titles. Current responsibility's include: Concept art creation Character modelling, texturing, skinning and animation rigging Character animation Background and environment sprite painting Effects creation Level design and creation UI design and asset creation Gameplay tuning Monetization strategy Social media content creation (banners, videos, wallpapers and relevant news highlights) Website creation PR via web, email and social media channels Client relations for cross promotion opportunities

< moby game="Bike Mayhem Mountain Racing">Bike Mayhem Mountain Racing < /moby> is on the App Store and on the Google Play store! It hit the #1 spot in Racing on iOS in Canada, Australia, New Zealand, Sweden, Norway, UK, France and Switzerland!! It also hit the #3 Racing spot in the USA! On Android, we are the #1 in Racing game in Canada! Bike Mayhem iOS Free:http://goo.gl/Yt75Rb Bike Mayhem Android: http://goo.gl/Vi6xcN Sled Mayhem has reached #1 racing and #4 overall game in Canada. It was also featured in Canada's best of 2013 in the app store. Sled Mayhem: https://itunes.apple.com/app/sled-mayhem/id581400255?mt=8

Artist < moby company="Switchblade Monkeys">Switchblade Monkeys< /moby> July 2012 – Present Jared is one of the artists on a new indy project < moby game="Secret Ponchos">Secret Ponchos < /moby> available now for the PS4 downloadable on PSN and for the PC on Steam Early Access. Official Site: http://www.secretponchos.com/ Steam Early Access: http://store.steampowered.com/app/265750/ Sony Playstation: http://us.playstation.com/ps4/games/secret-ponchos-ps4.html

Lead Character Modeller < moby company="Radical Entertainment">Radical Entertainment< /moby> July 2009 – July 2012 (3 years 1 month)Vancouver, Canada Area Artistic responsibilities included modeling, texturing and skinning characters for cut scene and in-game animation. In addition, he assisted in gathering and creating imagery to support the art direction, creating high resolution characters for cinematic use and the creation of tileable textures for use on the environment. He also taught seminars on the programs ZBrush, Topogun, and Faogen focusing on the workflow and techniques for use in environment and character creation. http://store.steampowered.com/app/115320/

Art Director / Lead Artist < moby company="Rockstar Games">Rockstar Games< /moby> September 2004 – July 2009 (4 years 11 months) Jared was the Art Director on < moby company="Max Payne 3">Max Payne 3< /moby>, and one of the studio’s five-person upper management team. Managed, directed, scheduled and created concept art for the environment and character artists, concept artists, FX artists, outsource and prop artists in the Vancouver studio, as well as artists helping from 5 international Rockstar studios and 2 outsource studios. Responsible for the hiring and training a 16 person in-studio art team. Directed and helped organize 100+ actor/models with 250 piece wardrobe for digital character scans. Responsible for the set up of guidelines and sample models for character outsource remesh and texture creation. Responsible for sculpting, texturing and weighing the game’s main character and helping with optimization and polish environments and props.

The Lead Character Modeler on < moby company="Bully">Bully< /moby>. Responsibilities included modeling, texturing and rigging characters for front-end and in-game animation as well as creating facial blend shapes for lip-sync animation. http://www.rockstargames.com/bully/home/

Modelling Director < moby company="Boogieman Studio">Boogieman Studio< /moby> February 2004 – August 2004 (7 months) The Modeling Director on “Spy Hunter 3”. Supervised seven artists comprising of one senior environment modeler and six junior modelers. Responsibilities encompassed assisting with all aspects of art direction, project management, quality control over art and technical assets, modeling characters and environments, texturing, and rigging. Additionally, often acted as assistant conceptual artist, teacher and administrative assistant. Responsible for various duties within the company’s I.T. dept. and human resources sector.

Lead Character Modeller < moby company="Radical Entertainment">Radical Entertainment< /moby> April 2001 – February 2004 (2 years 11 months) Lead Character Modeler, Vehicle Modeler and Texture Artist on "Scarface" during preproduction and various pitch projects. My tasks included modeling, texturing and rigging characters for front-end and in-game animation. He created facial blend shapes for lip-sync animation and modeled, textured and rigged cars for in-game use. Published Games: Lead Character Modeler on “Monsters Inc. Scream Arena”. My tasks included modeling, texturing, rigging, building and setting up facial shapes for lip-sync animation, front-end artist, matte painter, and animator. “Simpson’s Road Rage”- For this project he modeled, textured and animated the final scene in the game. “Simpson’s Hit and Run”- he created in-game and pre-rendered character models with texture, skeletons, and facial blend shapes for animation.

Credited on 8 games

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The Dark Pictures: Switchback VR (2023, PlayStation 5) 'Rain Rain Go Away'
Secret Ponchos (2014, Windows) Art Monkeys
Prototype 2 (2012, PlayStation 3) Lead Character Artists
Bully: Scholarship Edition (2008, Windows) Character Art
Bully (2006, PlayStation 2) Character Art
Scarface: The World Is Yours (2006, PlayStation 2) Special Thanks
The Simpsons: Hit & Run (2003, PlayStation 2) Special Thanks
Disney•Pixar Monsters, Inc.: Scream Arena (2002, GameCube) Character Modellers

[ full credits ]

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