<
>
Company: Heavy Iron Studios
Title: studio-wide tools
Role: Principal Artist
As Principal Artist, I authored this development pipeline to coordinate team efforts and to visually expose inter-departmental dependencies to all team members. Once implemented, the amount of re-work and wasted assets drastically lowered. Additionally, all project milestones hit their delivery dates despite several script re-writes we received from Pixar. This pipeline improved the overall efficiency of level production and secured the iteration time required to ensure the high quality standard demanded by Pixar Animation Studios.
Pipeline is © (copyright) by St.John Colón
Company: Heavy Iron Studios
Title: UP
Role: Lead Artist
In addition to managing the art team for Disney/Pixar's "Up" the game, I also designed a pipeline that enabled us to export multiple assets to Xbox 360, PS3 and Wii without having to branch the levels. This effectively meant that all art assets had branching properties that created two distinctly different artistic directions that were aimed at different core audiences, one for the Xbox, the other for the Wii, yet the assets could be managed within a single repository. The final product shipped simultaneously for Wii, Playstation 3 and XBOX 360 in over 40 countries in 2008.
Managed Team
Modeling: 50%
Textures: 50%
Lighting: 50%
'Up' © (copyright) by Disney/Pixar. 'Up'- the Video Game and all related images are © (copyright) by THQ, Inc2.
Company: Real Life Plus
Project: Mermaid Cove
Role: Production/ Art Direction
For Style Studio I created an Avatar face and body customization system using morph targets. Clothing also morphed along with body shapes. Instead of making several types of collared shirts, we created several base shapes that combined could deform to mimic any conceivable style of clothing. Not only did this save the need to create hundreds of clothing archetypes, but it also created a vastly scalable pipeline and a light app footprint.
Recruited and Managed Team
Production
Art Direction
Technical Art Direction
'Style Studio', all characters and Morph Target system are © (copyright) 2010 by Real Life Plus, Inc.
Company: Real Life Plus
Project: Mermaid Cove
Role: Production/ Art Direction
As Executive Producer I recruited and directed a team of 14 developers with overall responsibility for schedule and milestones. Created production pipeline and set core technical and aesthetic standards for the studio. For Mermaid Cove I focused on production, outsourcing and art direction. I developed the production pipeline for characters, animation and game assets for a Unity3D powered MMO casual game.
Recruited and Managed Team
Production
Art Direction
Technical Art Direction
'Style Studio' and all characters are © (copyright) 2010 by Real Life Plus, Inc.
Company: Cold Dish, LLC & Illuminated Entertainment.
Title: Rubber Bandito
Role: Art Director
This is a mockup for the end of level sequence for Rubber Bandito, iOS and Android. The game featured 5 fully playable environments, 25 levels and cinematic cut-scenes. Recruited and directed a team of 15 developers with overall responsibility for schedule and milestones. I created production pipeline to manage external development for decentralized members of the team. I was also responsible for leading the user interface teams, validating navigational framework, addressing technical requirement and localization standards, and overseeing all art assets.
'Rubber Bandito' and all characters are © (copyright) 2012 by Cold Dish, LLC & Illuminated Entertainment.
Company: Easley-Dunn Games
Title: Robot Race
Role: Lead Producer
As the lead producer, I created a development pipeline and directed a team of 10 decentralized developers with overall responsibility for schedule and milestones. I wrote and managed use cases, business cases and scope management plan. I directed the Design and UI/UX team, overseeing design issues and ensuring game balance, validating navigational framework, and wrote test cases for QA. Additionally I created an analytics system to measure and improve customer acquisition and monetization. I also served in the role of technical artist, addressing technical requirements and localization standards, and overseeing the integration of all art assets. As of Oct 2019, Robot Race ranks #850 top grossing racing game and averages 1000+ Monthly downloads in 155 territories.
'Robot Race' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Real Life Plus
Project: Mermaid Cove
Role: Production/ Art Direction
As Executive Producer I recruited and directed a team of 14 developers with overall responsibility for schedule and milestones. Created production pipeline and set core technical and aesthetic standards for the studio. For Mermaid Cove I focused on production, outsourcing and art direction. I developed the production pipeline for characters, animation and game assets for a Unity3D powered MMO casual game.
Recruited and Managed Team
Production
Art Direction
Technical Art Direction
'Style Studio' and all characters are © (copyright) 2010 by Real Life Plus, Inc.
Company: Real Life Plus
Project: Mermaid Cove
Role: Production/ Art Direction
For Style Studio I also created the clothing pipeline. We created tools that allowed users to design and apply their own original fashion patterns to their entire clothing inventory. Because clothing morphed along with body shapes, we were able to create fashion archetypes that could be combined into any conceivable style of clothing. Every single outfit in the app was user generated and .
Recruited and Managed Team
Production
Art Direction
Technical Art Direction
'Style Studio', all characters and Morph Target system are © (copyright) 2010 by Real Life Plus, Inc.
Company: Easley-Dunn Games
Title: Robot Race
Role: Lead Producer
This is the Test Plan I wrote during the QA phase of shipping Robot Race for iOS. On Robot Race, I focused on managing the user interface teams, validating navigational framework, addressing technical requirement and localization standards, and overseeing all art assets.
Test Plan: RR_Test_Plan_20120630.xls
'Lead Producer' and all characters are © (copyright) by Easley-Dunn Games, Inc.
Company: Heavy Iron Studios
Title: SpongeBob SquarePants: Truth or Square
Role: Director of Outsourcing
This is Spongebob Squarepants: Truth or Square which shipped in October 26, 2009. On this title I served as the Director of Outsourcing. It is noteworthy that nearly every art assets in the scene pictured was outsourced to both foreign and domestic vendors. Overall, nearly half of all assets were outsourced for this title.
Directed all studio outsourcing
Managed team of 30 artists
Oversaw technical, localization issues
Managed outsourcing budgets
'SpongeBob SquarePants' © (copyright) by Nickelodeon. 'SpongeBob SquarePants: Truth or Square' - the video game and all images are © (copyright) by THQ , Inc.
All images, scripts, content and intellectual property (unless otherwise noted) Copyright © 2007, 2018 by St.John Colon. All rights reserved.
Company: Real Life Plus
Project: Mermaid Cove
Role: Production/ Art Direction
For Style Studio I created an Avatar face and body customization system using morph targets. Clothing also morphed along with body shapes. Instead of making several types of collared shirts, we created several base shapes that combined could deform to mimic any conceivable style of clothing. Not only did this save the need to create hundreds of clothing archetypes, but it also created a vastly scalable pipeline and a light app footprint.
Recruited and Managed Team
Production
Art Direction
Technical Art Direction
'Style Studio', all characters and Morph Target system are © (copyright) 2010 by Real Life Plus, Inc.
Company: Cold Dish, LLC & Illuminated Entertainment.