Resume
Marv Riley
Austin, TX
Work Experience
Illustrator/Artist III "Lead Artist"
Everi - Austin, TX
April 2011 to Present
Lead Artist Role Responsibilities
• Help ensure development follows visual direction set by the Art Director
• Mentor artists in best practices/processes
• Coordinate sharing of information across production teams in collaboration with other Art Leads and Art Directors
• Ensure training information and development processes are documented.
• Participate in design/implementation discussions for new features with a focus on efficiency, re-usability, effectiveness, and development time. o Identify and evaluate new development tools and processes.
• Assist AD’s and Producers in evaluation of artist skill sets to facilitate best selections in individual game assignments
• Review team’s games periodically to ensure they meet defined functional and non-functional standards.
• Help resolve game defects on the team’s projects, as needed.
Position Overview:
• Responsible for sketch story-boarding, artistic design, and animation for casino games including: video, stepper slots, and video poker.
• Produces colorful, vibrant, inviting sets of graphics as part of a singular theme.
• Imitates many different styles including trending art styles.
• Translates line-art sketches to usable Illustrator vector-graphic format with an eye towards organized layers and objects that other artists can easily extract and manipulate
• Traditional art training in realistic illustration style, cartooning, background art and illuminated typography.
• Knowledge of game animation. Ability to create realistic digital animations and illustrations. Skill, knowledge and understanding of multimedia design, production and implementation.
• Demonstrates ability to compete with top commercial artists in the industry.
• Strong oral and written communication skills.
• Ability to take direction, work within deadlines, switch priorities on a dime, and have an eye for details. .
Achievements.
• Helped develop a plan to lead a studio of 9 artists and was then asked to lead/art direct the team providing trained in proprietary software and tools needed to produce games in an efficient manner.
• Played a critical roll in developing game art pipeline to help with cloning previous games and streamlining workflow.
• Helped develop a plan to lead a studio of 9 artists and was then asked to lead/art direct the team providing trained in proprietary software and tools needed to produce games in an efficient manner.
• Played a critical roll in developing game art pipeline to help with cloning previous games and streamlining workflow.
• Consulted on new PC Hardware, Tools and Software that help with shorten production time.
Production Artist
Present Creative - San Francisco, CA
February 2010 to March 2011
Responsibilities
• Tasked with creating game assets for FarmVille, Market Street and Edgworld.
• Concepting and Illustrating cut scenes for Mafia Wars and also creating an MTV promo spot for Mafia Wars "Italy" during the MTV Music Awards in 2010.
• Animated background art for Pogo mini avatars.
Graphic Artist
Addictive Games, MTV Networks - San Francisco, CA
December 2009 to February 2010
Responsibilities
• Celebrity and political caricature design.
• UI design Illustrator and Photoshop.
Skills Used
Photoshop, Illustrator, Flash, Caricatures sketches.
Graphic Artist
GameTech international - Reno, NV
September 2008 to June 2009
• Designed and create highly complex graphic art to represent the Industry standards.
• Contributed to art design concepts in relation to logos, illustration, graphic design/layout and animation.
• Variety of design styles necessary to support both traditional and progressive video product.
• Advanced experience using design/art software tools, including 2D and 3D packages.
• Creative thinking and high technical ability and expertise for participating in innovative designs.
• Build layouts from existing artwork in addition to creating prototypes with supporting presentations of designs.
• Understand game design practices, game play-ability and actively play all studio products and give feedback to help ensure a quality product.
• Worked with game team to define game assets, set milestones and execute design assignments on time for self and junior art team members.
• Help producers plan resource allocation, quality review/testing, research and output.
• Worked on multiple products and have demonstrated the ability to multitask.
3D Designer III
IGT - Reno, NV
February 2004 to September 2008
• Designed and create highly complex graphic art to represent and enhance the “look and feel” IGT products.
• Contributed to art design concepts in relation to logos, illustration, graphic design/layout and animation.
• Variety of design styles necessary to support both traditional and progressive video product.
• Advanced experience using design/art software tools, including 2D and 3D packages.
• Run time Modeling, Texturing and Animation experience.
• Creative thinking and high technical ability and expertise for participating in innovative designs.
• Build layouts from existing artwork in addition to creating prototypes with supporting presentations of designs.
• Understand game design practices, game play-ability and actively play all studio products and give feedback to help ensure a quality product.
• Worked with Art Lead to define game assets, set milestones and execute design assignments on time for self and junior art team members.
• Helped producers plan resource allocation, quality review/testing, research and output.
• Worked on multiple products and have demonstrated the ability to multitask.
Education
AA in Animation, Art and Design
Art Institute of Phoenix -
Phoenix, AZ
2001 to 2003
Skills
Leadership, Adobe Photoshop Adobe Illustrator, Adobe After Effects, 3DS Max, UI Design, Icon Design, Layout, Isometric Design, Perforce file management,