Lynne Startup Phone: (425) 232-9875



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Lynne Startup
Phone: (425) 232-9875

Email: lynnestartup@gmail.com

Portfolio: http://www.lynnestartup.com/

LinkedIn: www.linkedin.com/in/lynnestartup/


Summary:
I am a versatile artist with a strong technical background and a passion for games, learning, and being involved in new technology. I specialize in being able to take on many different skill sets and do them well. This makes me very valuable to small agile teams as I can step in and take on any task.
Skills include:
- Art direction and management of small art teams.

- Modeling hard surface and organic.

- Sculpting detailed hi-poly meshes in ZBrush.

- Creating optimized and densely packed UV Maps.

- Texturing (photo based and hand painted).

- PBR Texture Creation (Metallic and Specular) pipelines.

- Rigging characters and environment objects.

- Animation (2D and 3D) for in-game and cinematic.

- Motion graphics design and video editing.

- Sketching and story boarding.

- Illustration and Graphic Design.

- Identifying and resolving technical issues in engines and art pipelines.

- Working with engineers to develop engines, tools and art pipelines.

- Working on multiple projects at the same time.

- Working with outsource firms, external contractors and developers.

- Agile development.

           

Primary Software:
Modeling/Animation: 3D Studio Max, Maya, ZBrush, Flash

Illustration/Paint/Texture: Photoshop, Illustrator, Substance, xNormal

Video: After Effects, Premiere Pro

Commercial Engines: UE4, Unity

Other: JIRA, SVN, Perforce

Professional Experience

Nectar Game Studios 2014-current
Environment Artist – contract

Project Resurgence – in production

- Create low poly models in 3D Studio Max.

- Create densely packed and optimized UV maps.

- Sculpt highly detailed models in Zbrush.

- Created normal maps with xNormal

- Create photo sourced and hand painted textures.

- Create PBR materials for UE4.

- Rig and animate environment models.

- Integrate assets in UE4 and build levels.
NCR Pearson, Inc
Character Animator – contract 2015-2016

Various projects

- Created around 50-70 human and animal character animations per week (body animation and lip-sync (both English and Spanish). I have created around 2000 animations in total.

- Created an augmented reality app in Unity with the Viewforia plug-in to test a project idea. Went on to rig and animate the characters and create the UI for the app.

- Rigged characters.

- Created illustrations.
Double Dutch Jump, Inc 2015-2016
Character Animator, UI Artist, Environment Artist – contract

Double Dutch Jump (2015, mobile)

- Created UI.

- Created Environment Art.

- Animated Character and Environment objects.

- Created Marketing Materials (Banners, flyers, website, Facebook page art, Twitter page art, Iads, art for Play Store, art for hoodies and t-shirts).
Swiftcreek Games Redmond, WA 2012-2014

Artist/Animator - contract

Fish vs. Crabs (2013, PC and mobile)
- Designed and Created UI
- Created 30 Environment Levels
- Modeled, Textured, Rigged and Animated 30+ characters
- Created Marketing Materials
- Created Game Trailer

Jar of Marbles II (2012, mobile)
- Created illustrated player icons from sketches
- Created 30% of the UI art
- Created 80% of the achievements
- Created icons and marketing ads and web banners
- Created a lot of marbles

Jar of Marbles III (2012, mobile)
- Created illustrated player icons from sketches
- Created 30% of the UI art
- Created 30% of the achievements
- Created icons and marketing ads and web banners
- Created a lot of marbles
Real Plums Huntsville, AL (telecommuting from Seattle) 2010-2014
VP – Creative - contract

SoPlum (2013, Facebook and mobile)
- Set Art Direction
- Designed UI

Scored (2012, Facebook and mobile)

- Collaborated on the game design.

- Set the art direction and designed the look of the game.

- Created and delivered all game art.

Auction Plums (2011, Facebook)

- Managed art, development and design teams.

- Designed and storyboarded UI flow.

- Collaborated and creatively designed ways to integrate Proxibid’s commercial auction platform into our Facebook game and to integrate aspects of our game into their platform.


Creative Director/Art Director - contract

Auction Plums (2011, Facebook)

- Set artistic direction of game and created style guide.

- Created Flash prototypes during early game design.

- Oversaw all aspects of art design and production.

- Hired and managed all artists.

- Created the 2D UI, various 3D characters and environment objects.

- Animated avatars, NPCs and environment objects.

- Prepared all art and delivered it as optimized Flash files.

- Created logos, marketing and website art.

- Created game play videos and power point presentations for investors.
Screenlife Seattle, WA 2008-2010

Artist/Animator - contract

Sceneit? Disney 3 (2010, DVD)

- Oversaw art production.

- Created 3D art and animation for the puzzle beds and UI.

- Used After Effects to create UI and puzzles.



Rudolf the Red Nosed Reindeer (2010, DVD)

- Oversaw art production.

- Created new puzzle backgrounds from composited video stills.

- Used After Effects to create UI and puzzles.

- Created and animated 3D Charlie in the box.

Sceneit? Online (2009, website)

- Oversaw production of 67 3D icons and created 27 of them within a 2 week

deadline.

- Created animated banners using Flash for the marketing of the website.



Sceneit? Movies (2009, iphone)

- Oversaw art production.

- Created a majority of the UI and puzzle beds.

- Used Photoshop and After Effects to create 20 animated

movie posters.

- Integrated all puzzle and video content.

Twilight Sceneit? (2009, interactive DVD)

- Created 7, 3D game board movers for 3D printing.

- Created animated banners using Flash for the marketing of the game.

Crayola Color Stories (2009, interactive DVD)

- Created 70% of the characters and rigged all of them.

- Animated short interactive stories.

- Oversaw art production and managed other artists after art director left.


WildTangent Redmond, WA 2006–2008
Art Director

General Responsibilities:

- Worked with software engineers to create a game engine that supports the next generation of online games and to develop tools and processes that allow artists to create great game art efficiently.

- Managed small internal art team.

- Created game trailers.

- Critiqued and approved box art for external publishers.

- Interviewed potential employees.

Polar Pool (2008, PC)

- Directed all aspects of the game.

- Created art and animation lists for all game assets.

- Evaluated outsource firms for appropriate fit.

- Worked with a concept artist to create concepts for all levels and characters.

- Created initial level, rigged and animated a main and secondary character as a working example to the outsource firm.

- Led small internal team and worked with large outsource firm to create art assets.

- Worked with engine team to add game specific abilities to the engine.

- Worked with the game programmer and producer to design and play balance the game.

- Programmed the Flash UI. Scaleform was used as the middleware.



Polar Bowler (2008, DS – Port from PC game)

- Worked with an external developer to produce game.

- Provided updated characters.

- Created art asset list to facilitate port.

- Evaluated Game and provided feedback for play balance and look.
3D Artist/Animator

Sea Life Safari (2007, PC)

- Modeled, UV mapped and animated 20% of characters.



Penguins (2006, PC)

- Animated 10% of penguins and a number of environment characters.

- Modeled and textured 15% of penguin costumes.

- Modeled and animated interactive environment objects.

- Created 2D art (posters wallpaper) for online purchase.

Final Drive Fury (2006, PC)

- Retrofitted and optimized environment.

- Managed external art development team.

- Worked with external software engineers.

- Integrated all art into the game engine.

Run-n-Gun Football (2006, PC)

- Modified mocap animation data and key animated missing pieces for the center, receiver and 50% of the quarterback.

- Created a majority of the UI art.

- Completed the game after the art director left.



Chrysler Golf Classic (2006, PC)

- Vertex colored and optimized environments.

- Resolved bugs and technical issues.

- Completed the game after the art director left.


Education
Hofstra University Hempstead , NY

Bachelor of Science in Computer Science

Minor in Fine Arts.
Rochester Institute of Technology Rochester, NY

Master of Fine Arts in Imaging Arts

Concentration in Computer Animation (Degree pending on completion of thesis)

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