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Experience

 

EXPERIENCE

Skunk Studios, San Francisco, CA

May 2006 – Present

Lead 3D Environment Artist

  • Modeling and texturing for both architectural and natural environments
  • Modeling and texturing objects/props
  • Creating concept art for prototypes
  • Creating 3d backgrounds and converting them into 2d assets for final game production
  • Creating UI elements such as buttons and menus
  • Level Design


Skunk Studios – Present Shipped Games:

August 2011 – Gutterball: Golden Pin Bowling HD

  • Took concept from previous Gutterball Games, the direction of my Art Director and a slew of Photo References.
  • Modeled, UV Unwrapped, Textured Retro Alley, Cosmic Alley, Vegas Alley and Mineshaft Alley
  • Modeled Barnyard/Pumpkin Alley
  • Imported and did final touches in Unity. Lighting, Shaders and Testing.
  • Optimized Alleys, that were previously built, to run for the iOS devices.

 

June 2011 – Intrigue Inc: Raven's Flight

  • Drew Concept Art for Finale Level Environments
  • Level Design, 3D Mock, Cam Setup Rooms for Finale Level
  • Modeled, Textured Props - Finale Level and other random pieces in game.
  • Modeled, Textured and Lit Indoor and Outdoor Sets. - Finale level
  • Photoshoped Renders for Beauty Pass

 

June 2010 – Flux Family Secrets - The Rabbit Hole

  • Drew Concept Art for Environments
  • Level Design, 3D Mock, Cam Setup Rooms
  • Modeled, Textured Props
  • Modeled, Textured and Lit Indoor and Outdoor Sets.
  • Photoshoped Renders for Beauty Pass
  • Designed, Modeled and Textured Flux UI Time Device Mechanism
  • Designed Concept and Modeled/Lit/Photoshoped game UI and menu UI
  • Designed Concept and Modeled/Lit Flux Crest


April 2009 – Flux Family Secrets - The Ripple Effect

  • Drew Concept Art for Environments
  • Level Design, 3D Mock, Cam Setup Rooms
  • Modeled, Textured Props
  • Modeled, Textured and Lit Flux Rooms, Confucius Rooms, Einstein Rooms, Hatsheput Rooms, Wright Brother's Rooms
  • Photoshoped Renders for Beauty Pass
  • Designed, Modeled and Textured Flux UI Time Device Mechanism
  • Designed Concept and Modeled/Lit/Photoshoped game UI and menu UI
  • Designed Concept and Modeled/Lit Flux Crest

 

October 2008 – Restoring Rhonda

  • Photoshop Painted Reward Tools and Backgrounds
  • Designed and Photoshop Painted Game Tokens and Reward Tools
  • Designed and Photoshop Painted Menu, Map and Game Board

 

December 2007 – The Sims Carnival Bumper Blast

  • Photoshoped Sim Heads.
  • Designed Trophies for level ranks.
  • Edited all existing levels and Created levels from scratch. ex.(mandala levels)

 

The Art Institute of California - San Francisco, San Francisco, CA

April 2004 – March 2006

Interactive Green Home” Project Volunteer

  • Modeled and textured kitchen and bedroom objects

 

The Art Institute of California – San Francisco, San Francisco, CA

January 2005

Demo Artist

  • Represented the Art Institute of California – San Francisco at the 2005 Mac World event held at the Moscone Center
  • Drew concept art samples using Photoshop for the demonstration

 

 

My Tools

My Tools

My Skills

3D Modeling

Texturing & Lighting

Background Design

Conceptual Design - Prop Design, UI Design

Layout

Digital Painting

Random Works