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St. John W. Colón
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Résumé

709
Cross Ave, Los Angeles, CA 90065
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Voice: (323)445-5470
• E-mail:
stjohncolon@gmail.com
Recommendations
available at
Linked-In.
References available upon request.
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EXPERIENCE |
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8/09 – Present |
Real Life Plus,
Inc., San Mateo, California
• Executive Producer

Responsible for
managing internal and external development of
online entertainment, setting core technical
standards in a variety of areas, defining
production pipeline, overseeing creative and
aesthetic quality, mentoring leads, recruiting
new talent and communicating efficiently and
effectively with all departments to ensure
timely delivery of a quality product.
○ 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
○ Initiated and directed technology that
allows fully customizable facial features
and clothing
○ Wrote and managed use cases, business
cases, development budget and scope
management plan
○ Created an analytics system to measure and
improve customer acquisition and
monetization.
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8/10 – Present |
Easley-Dunn
Games, Los Angeles, California •
Associate Director


Responsible for
coordinating and leading Production across
multiple teams for several iPhone and Android
game titles. Responsible for overseeing design
issues and ensuring game balance. Responsible
for designing and implementing in-game economies
for all titles. Responsible for leading the user
interface teams, validating navigational
framework, scripting interface logic, addressing
technical requirement and localization
standards, and overseeing all art and sound
assets.
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Simultaneously directed teams of more than
20 developers with overall responsibility
for schedule and milestones for 5 mobile
titles.
○ Created production pipeline to manage
external development for decentralized
members of the team.
○ Wrote and managed use cases, business
cases and scope management plan
○ Initiated and authored social network
mechanics and designed in-game purchase
systems.
○ Created an analytics system to measure and
improve customer acquisition and
monetization.
○ Responsible for leading the user interface
teams, validating navigational framework,
addressing technical requirement and
localization standards, and overseeing all
art assets, design issues and game balance.
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8/09 – Present |
University of
Southern California, Los Angeles, California
• Adjunct Professor

Responsible for
teaching CSCI-180 “A History of Video Games” and
lecturer for CSCI-526 “Mobile Games”. Required
for students earning a degree in the interactive
sciences.
○ Noted on evaluation by Interactive Dept. Co-director as having
“knocked it out of the park”.
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8/99 - 8/09
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Heavy Iron
Studios (formerly owned by THQ, inc.), Los
Angeles, California
• Principal
Artist


Responsible
for managing external development, managing
schedules and budgets for key internal
development teams and setting core technical
standards in a variety of areas. Responsible for
evaluating software, discovering new tools and
techniques and instructing the art team in their
use, discovering and evaluating new talent and
communicating efficiently and effectively with
all departments to ensure timely delivery of a
quality product. Responsible for leading the
user interface team, conceiving and generating
navigational framework, scripting interface
logic, addressing technical requirement and
localization standards, scripting sound events
and conceiving and generating all 2D and 3D art
assets. Responsible for leading the character
and environmental art team, which conceives and
generates high and low resolution polygonal
character and environmental models and level
design for all game levels.
○ Reduced
overall project expenses 20% on
Nickelodeon's "SpongeBob SquarePants: Truth
or Square" by directing all studio domestic
and foreign outsourcing and managed
production teams on location in Shanghai and
through online resources.
○ Created an unprecedented level of team
performance metrics by creating analytics
and tracking tools.
○ Insured titles wrapped on time and under
budget, by analyzing and re-designing the
level design pipeline.
○ As Lead Artist on Pixar's "UP” directed an
initiative to hit 60 fps as a technical
standard for Xbox360, PS3 and Wii, the only
team in studio history to achieve this
directive.
○ Achieved an exceptional evaluation score
in every annual review over 10 years.
○ Recipient of the THQ 2005 Team Award, a
year in which Heavy Iron Studios accounted
for 40% of THQ's annual revenue from sales
of Pixar's "The Incredibles" and
Nickelodeon's "SpongeBob SquarePants: The
Movie".
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11/01 – 8/02 |
Art Institute,
Los Angeles, California
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Instructor

11/01 - 8/02
• Art Institute, Los Angeles, California •
Instructor Responsible for teaching Maya in relation to
character and environment creation in video game
development.
○ Re-designed school curriculum of core requirements for
students concentrating in video game
development.
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3/99 - 8/99
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Rainmaker Digital
Films, Burbank, California
• Animator
/ Modeler

Character
Modeler
/ Rigger / Animator - Responsible for
generating and animating high resolution
polygonal models for post production animation.
Duties required coordinating a broad range of
production including modeling, texture mapping,
rigging and animation.
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5/98 - 3/99 |
Realtime
Associates, Los Angeles, California
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Modeler
/ Animator

Environmental Artist
- Responsible for
conceiving and generating high and low
resolution polygonal models. Duties required
coordinating a broad range of production
including environmental design, illustration,
modeling texture mapping and animation.
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8/96 - 4/98 |
Square USA, Los
Angeles, California (Now Square-Enix)
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Modeler / Illustrator

Character
Modeler
- Responsible for
conceiving and generating high and low
resolution polygonal models. Duties included
character design, character modeling,
illustration, and texture mapping.
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6/93 - 8/96
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Pink Dot, Inc.,
Los Angeles, California
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Art
Director
Responsible for planning and developing a broad
range of art including character creation, logo
design, magazine advertising, billboards,
catalogs and brochures. Duties include
overseeing computer graphics production from
conception to pre-press, maintaining quality
control, designing and illustrating in a variety
of mediums, and maintaining computer graphics
archives.
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EDUCATION
9/92 - 6/95
8/87 - 5/90
8/85 - 5/87
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University of
California,
Los Angeles, California. Master of Fine Arts
degree. Major: Printmaking, Digital Art.
Georgetown
University,
Washington D.C. Bachelor of the Arts degree. Graduated with Highest Departmental
Honors. Major: Fine Art Minor: History
Washington
University,
St. Louis, Missouri. Major: Fine Art.
Transferred to Georgetown University.
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SKILLS |
Software:
Maya, MEL, Unity 3D, Adobe Suite (Illustrator, Photoshop, InDesign, After Effects, Flash, Premiere, Acrobat),
Microsoft Suite (Word, Excel, Frontpage,
Powerpoint, Visio, Project), HTML, Magpie, and
many other scripting tools, operating systems
and software packages, learned as needed.
Traditional media:
Pencils, Oils, Acrylics, Watercolor, Pen and
Ink, Industrial 4 color printing, Intaglio,
Lithography, Serigraphy, Calligraphy,
Metalsmithing, Casting, and Welding.
Miscellaneous Skills and Hobbies:
Spanish, Boxing, Judo, Sword Fighting, Board
Games, Role Playing Games. |
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