Philippe McNally
Philippe McNally
Freelance illustrator, indie gamedev.
Toronto, Canada

Summary

SUMMARY
I’m a classically-trained traditional/digital media artist with a background in independent game development.

As an illustrator, I’ve worked at every stage of production from initial concept development, revision, and completion for personal commissions, book covers, storyboards, animation, and promotional materials, working with clients in a collaborative process with strong written, verbal, and visual communication.

As a game developer, I have a 360-degree understanding of art production for games with experience in 2D sprite-based animation, pixel art, 3D modelling, rigging, animation, texturing, UX/UI, sound, video editing, and music composition, while working within design and technical requirements.

EXPERIENCE / WORK HISTORY
Freelance Illustrator (2014 – present)
• Talk to Verne (2021, Loredana Bruni)
Realistic line art illustrations for educational English language learning software representing a diverse group of people in an interactive workplace environment.

• Unsung Heroes in the World of Pharmacy (2021, Dr. Neal M. Davies, University of Alberta)
Chapter illustrations for print publication with imagery based on the arts, science, and medical justice.

• National Caesar Day (2018, Corby Spirit and Wine Limited)
Promotional infographic, working with original art assets in combination with brand logos, and adhering to style guidelines.

• A Veil for the Vanguard (2019, Danny F. Santos)
Storyboards for promotional animation for ebook and trade paperback novel.

• Arcana (2021, Rhonda Parrish, Poise and Pen Publishing)
Illustrated book cover for an anthology of stories inspired by the various arcana of tarot cards, combining digital painting and original photographed textures.

• The Last Good Man (2017, Linda Nagata, Mythic Island Press)
Illustrated book cover for near-future military sci-fi thriller using a combination of traditional ink and wash, pencil, and digital compositing.

• Zombies in Love (2015, Nora Fleischer)
Illustrated cover design featuring protagonists in hand-drawn comic book style.

• Red Sofa Books (2015, Red Sofa Literary)
Logo design for niche publishing arm.

Lead Artist, Longbow Games (November 1998 – April 2014)
• Hegemony Rome: The Rise of Caesar (2014)
3D Modelling, Rigging, Animation, UX/UI, Design, QA.
Lead animator for all characters, working with variable level-of-detail and sound synchronization.
Managed a team of three artists and coordinated art asset production pipeline with programming team, ensuring compatibility with in-house game engine specifications.
Provided essential human resources for company staff of up to six employees.

• Hegemony Gold: Wars of Ancient Greece (2011)
Art Direction, Design, QA.
Directed production of illustrated cutscenes and promotional art.
Designed updated game mechanics and provided quality assurance.
Portfolio evaluation, resume screening, hiring, training new employees, and integrating diverse skills and backgrounds with in-house tools and architecture.

• Hegemony: Philip of Macedon (2010)
3D Modelling, Rigging, Animation, UX/UI, Design, QA.
Modelled, rigged, and animated all characters, working with variable level-of-detail.
Architectural modelling, texturing, and lighting.
Represented company at up to four major conventions per year including GDC, Gamescom, E3,
GenCon, Origins, Fan Expo, and PAX, providing product demonstrations and sales, booth setup and tear-down, convention liaison and travel arrangements, and participation in convention programming.

• Rival Ball Tournament (2005)
Graphic Design, UX/UI, Animation, Sound.
Designed user interface and player graphics using 2D art and 3D rendered sprite-based animation.
Designed, recorded, and processed sound effects.

• Vortiball (2002)
Graphics, Music, Sound.
3D rendered sprites and animation for main character, interface, and level backgrounds.
Designed, recorded, and processed sound effects, and composed title screen music.
Designed promotional poster for display at local industry events.

• Triangle Trifle (2002)
Graphics, Music, Sound.
2D sprites and animation for puzzle pieces, and illustration for backgrounds.
Designed, recorded, and processed sound effects, and composed title screen music.

• Rival Ball (2001)
UX/UI, Additional Graphics, Sound.
2D sprites for power-ups, interface, and complete redesign of existing sound effects.

• Tread Marks (2000)
3D Modelling, Texturing, Design, Sound.
Designed, modelled, and textured vehicles and weapon power-ups.
Designed, recorded, and processed all sound effects and voice work.
Winner of Best Programming, Best Game Design, and Best Game at 2000 Independent Games Festival.
• DX-Ball 2 (1998)
Additional Graphics, Level Design.
2D sprites for levels and procedural backgrounds using custom in-house tools.

Volunteer and Community Work
• Seeds of Hope (2020 – present)
Provide home-cooked meals for distribution to downtown Toronto community experiencing food and housing insecurity.

• Supervisor, Propeller Coffee (2018 – 2020)
Curated working relationships with customers and maintained a safe, inclusive, welcoming space.
Provided calm, friendly, and professional customer service in a fast-paced environment.
Worked with local farmers and shelters to provide food and support for the community.

• Art Floater, TOJam (2014 – 2015)
Produced 2D character and background assets and 3D architectural modeling for up to four game jam teams, from student to industry professional levels, during three-day game jam.
Completed 2014 titles include Planet Smashers and Glimpse.

• Student Portfolio Review, Art Institute of Toronto (2004 – 2008)
Provide professional, constructive, one-on-one feedback for graduating Game Art and Design students on both print portfolios and demo reels.
Provide overall program feedback to Director of Career Services and Dean of Student Affairs for incorporation into following year's syllabus.

• Judge, Independent Games Festival (2002 – 2004)
Rated and provided feedback on shortlist of annual titles eligible for IGF consideration, including on originality, technical merit, overall quality, and fit with the spirit of the Independent Games Festival.

SKILLS / SOFTWARE PROFICIENCY
• Photoshop, Illustrator, Gimp, Inkscape, Krita, 3DS Max, Lightwave 3D, Blender, Audacity, Drawing, Painting, Concept Art, Storyboarding, 2D Animation, 3D Modelling, 3D Animation, Rigging, Texturing, Music, Sound, Video Editing, Game Design, Quality Assurance, Customer Service.

EDUCATION
• Fine Arts Foundation Certificate, George Brown College (December 2017)
• Illustration and Cartooning Certificate, George Brown College (December 2017)

References available upon request

Skills

Concept ArtDigital Painting3D Animation3D ModelingDrawing

Software proficiency

3ds Max
3ds Max
GIMP
GIMP
Illustrator
Illustrator
LightWave 3D
LightWave 3D
Photoshop
Photoshop
Krita
Krita

Experience

  • Lead Artist at Longbow Games
    Toronto, Canada
    November 1998 - April 2014