Resume

Marv Riley

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.  
• 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,