FABIO ILACQUA

 

PERSONAL DETAILS

Nationality: Italian

Date of birth: 16th October 1978

Language: Italian (native), English (fluent), Japanese (basic)

Location: Edinburgh, Scotland

Reference: available upon request

 

PROFESSIONAL EXPERIENCE

 

2018-Present // Epic Games

Technology and game development studio specialized in high-fidelity, interactive experiences for PC, console, mobile (Edinburgh, Scotland)

ART LEAD
 

2016-2017 // CLOUDGINE LTD

Cloud Gaming development for multi-player games and simulations (Edinburgh, Scotland)

ART DIRECTOR

Directed the art production in house and offsite with freelancers/partners studios
Providing artistic feedback to the team, ensuring consistent style, quality and respect of timelines

Art Creation

– Creation of a variety of models and textures for in-game assets
– Level design, lighting, game-play setup
– Integration of the assets in Unreal Engine
– Shaders creation and particles effects
– Assets polishing and content optimization

 

2014-2016 // RIMLIGHT STUDIOS SRL

Game development studio specialized in PC, Xbox One, PS4 titles (Catania, Italy)

CO-FOUNDER and ART DIRECTOR

Conducted daily Business Operations and the Art Direction of the studio projects

Team size: 3-10 people
Projects duration: from 18 to 24 months
Shipped titles: ZHEROS

Responsibilities:
Management

– Directed the art production in house and offsite with freelancers
– Setup of the processes and pipeline for the team, project management
– Conducted performance reviews and recruitment
– Managed the communication with publishers, vendors and press
– Business development and PR
– Organized training of new artists during initial orientation period
– Provided artistic feedback to the team, ensuring consistent style, quality and respect of timelines

Art Creation

– Created a variety of models and textures for in-game assets
– Level design, lighting, enemies and game-play setup
– Engine integration of the assets (Unity)
– Shaders creation and particles effects
– R&D of new tools and processes
– Assets polishing and content optimization

2010-2013 // FORGE STUDIOS SRL

Outsourcing production services studio for the video game industry (Rome, Italy)

CEO, CO-FOUNDER and ART DIRECTOR

Conducted the Business Development and the Art Direction of the studio projects

Team size: 3-8 people
Projects duration: from 3 to 24 months
Shipped titles: Ryse: Son of Rome, League of Legends, Crysis 3, Crysis 2, F.E.A.R. 3,  It’s your stage dance

Responsibilities:
Management

– Directed the art production in house and offsite with freelancers
– Established methodologies and procedures to handle task scheduling, prioritization and coordination
– Handled the communication with the clients (workflow, updates, feedback, deliveries) and freelance artist offsite
– Conducted performance reviews and recruitment
– Organized training tasks, artists’ improvement plans and training of new artists during initial orientation period
– Provided artistic feedback to the team, ensuring consistent style, quality and respect of timelines

Art Creation

– Created a variety of models and textures for in-game assets
– Engine integration of the assets (CryEngine 3, Unity)
– R&D of new tools and processes
– Assets polishing and content optimization

 

2005-2010 // STREAMLINE STUDIOS BV

High-end digital content provider for the video game industry (Amsterdam, The Netherlands)

Shipped Titles: Terminator Salvation, Wanted: Weapon of Fate, Unreal Tournament 3, Gears of War, Overlord, Hoopworld

ART DIRECTOR (2009-2010)

Directed the art creation of the studio projects

Team size: about 30 people
Projects duration: from 3 to 14 months

Responsibilities:

– Directed the art production of multiple projects divided among several teams with an average of 10 people per team
– Supervised Lead Artists, prioritizing and coordinating tasks to ensure quality standards, respect of timelines
– Communication with clients
– Worked with Studio Art Director to plan projects workflow, timelines and create examples for the artists when needed
– Managed and coordinated the communication with other departments involved with production
– Conducted performance reviews and recruitment with Studio Art Director and HR

 
LEAD ARTIST (2007-2009)

Supervised a team of artists providing artistic and technical feedback, created models and textures for multiple projects.

Responsibilities:
Management

– Schedule creation and management, prioritization and coordination of tasks, communication with client (workflow, updates, feedback)
– Organization of training tasks, artists’ improvement plan and training of new artist during initial orientation period
– Artistic feedback, ensuring consistent style, quality and respect of timelines
– Creation of examples and guidelines for assets production
– Conducted recruitment with Studio Art Director and Senior Production Manager

Art Creation

– Creation of models and textures for in game assets
– Engine integration of the assets (Unreal Engine 3, or proprietary) to provide final in-game ready content
– Creation of in game shaders

 
SENIOR ARTIST (2006-2007)
Responsibilities:

– Created models and textures, worked closely with the Lead Artist to assist and mentor the other artists
– Researched new tools and techniques, documenting the processes for the other artists

 
2D/3D ARTIST (2005-2006)
Responsibilities:

– Creation of characters and environment models and textures

 

2003 // ICONICS INC.

Software developer offering real-time visualization, HMI/SCADA, energy, fault detection, manufacturing intelligence and analytics solution (Massachusetts, US)

INTERN SOFTWARE ENGINEER (6 Months)

Worked in a team on the development and testing of:

– ReportWorX.NET – Reporting, Charting and Analysis Software
– PortalWorX.NET – Real-time Collaboration and Visualization Dashboard

 

EDUCATION

2004 // Masters Degree in Computer Engineering, University of Catania (Italy)

1997 // Computer Science Expert diploma, I.T.I.S. “G. Marconi” – Catania (Italy)

 

LECTURES & TALKS

2012 // Guest Lecturer at Pixel 7 – Austrian computer graphics conference

Talk: “Hard surface modeling workflow”

 

SKILLS

Artistic

Able to adapt to different visual styles

Modeling, Texturing, Lighting, Shaders creation, Unreal Engine 3, CryEngine 3, Unity, Autodesk 3ds max, Autodesk Mudbox, Photoshop, ZBrush, Quixel Suite, Substance Painter, Marmoset Toolbag, Xnormal
Basic knowledge of Maya and Modo

Programming

C/C++, Microsoft .NET Platform, C#, HTML, XML, Java Script

Others

Microsoft software: Office, Project, Source Safe, SharePoint
Hansoft, Perforce, Shotgun, Jira

 

INTERESTS

Video games, Science fiction, Fantasy, Movies, Basketball.