St. John W. Colón   •   Résumé

Printable Version

 709 Cross Ave, Los Angeles, CA 90065   •   Voice: (323)445-5470   •   E-mail: stjohncolon@gmail.com

Recommendations available at Linked-In. References available upon request. 

 

EXPERIENCE  
2/16 – Present

SPACES,Inc., Playa Vista, California   •   Principle Artist

 

 

Responsible for art, design and UX pipeline and leading the LBE development team in an Agile environment. Corporate brand management and art direction for all products. Developed analytics/simulation tools for LBE throughput and studio project efficiency.

○ Specializing in Augmented Reality and Virtual Reality LBE experiences.

 

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”.

 

10/13 – 02/16

DreamWorks Animation, Glendale, California   •   Lead Artist

 

 

Responsible for leading the art team for the DreamLab R&D division, specializing in Virtual Reality experiences.

○ Developed and Managed internal and external art and animation pipeline for interactive VR assets.

○ Developed a world premiere VR experience DragonFlight 4D in Times Square to promote How to Train your Dragon 2.

○ Developed a VR launch title DreamworksVR for Samsung GearVR to promote 3 DreamWorks animated features.

 

3/13– 8/13

Marvelous USA (formerly XSEED Games), Irvine, California   •   Art Director

             

Responsible for Art Direction and coordinating marketing and art production for all iPhone and Android game titles. Responsible for leading the character art, environment art and user interface teams, validating navigational framework, addressing technical requirement and localization standards for all art assets.

Set core technical and aesthetic standards for the studio

○ Mentored staff in UI/UX, modeling, rigging, lighting, vfx, and animation techniques
 

12/11 – 3/13

Easley-Dunn Games, Los Angeles, California   •   Producer/ Founding Partner

        

Responsible for coordinating production across multiple teams for several iPhone and Android game titles. Responsible for overseeing in-game economies and ensuring game balance. Responsible for leading the user interface teams, validating navigational framework, addressing technical requirement and localization standards for all art assets.

○ Created production pipeline to manage external development teams.
Co-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.

6/11 – 12/11

Cold Dish Games, Los Angeles, California   •   Producer / Art Director

            

Responsible for coordinating and leading Production and Art Direction across multiple teams for an iOS and Android title.  Responsible for leading the user interface teams, validating navigational framework, addressing technical requirement and localization standards, and overseeing all art and sound assets.

●  Recruited and directed a team of 15 developers with overall responsibility for schedule and milestones

●  Created production pipeline to manage external development for decentralized members of the team.

●  Co-wrote and managed use cases, business cases and scope management plan

●  Responsible for leading the user interface teams, validating navigational framework,  addressing technical requirement and localization standards, and overseeing all art assets.

 

8/11 – 3/13

Los Angeles Film School, Los Angeles, California   •   Faculty Director

 

 

Oversees faculty and develops curriculum for Computer Animation and Games Program.  Responsible for teaching Video Game development in both the Computer Animation and Game Program.   

○   Directed initiative to rebuild the video games curriculum to include mobile development.

 

   

 

 

 

8/09 – 6/11

 

 

 

Real Life Plus, Inc., San Mateo, California   •   Executive Producer / Technical Artist / Co-Founder

 

                

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.

 

   

8/99 - 8/09

 

 

 

 

 

Heavy Iron Studios, Los Angeles, California   •   Principal Artist / Director of Outsourcing / Lead Artist / Lead UI / UX Artist

 

 

     

 

As Principle Artist, responsible for evaluating software, discovering new tools and techniques and instructing the art team in their use, and setting core technical standards in a variety of areas. Discovering and evaluating new talent and communicating efficiently and effectively with all departments to ensure timely delivery of a quality product. As Director of Outsourcing, managed external development, budgets and coordinated  the integration of assets with internal development teams. As Lead Artist, 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. As Lead UI / UX Artist, 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.

○ 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 team 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".
 

 

11/01 – 8/02

Art Institute, Los Angeles, California   •   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.

 

3/99 - 8/99  

 

 

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.

 

5/98 - 3/99 

Realtime Associates, Los Angeles, California   •   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.

 

8/96 - 4/98   

Square USA, Los Angeles, California (Now Square-Enix)   •   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.

 

6/93 - 8/96

 

Pink Dot, Inc., Los Angeles, California   •   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.

 

   

EDUCATION

 

9/92 - 6/95

8/87 - 5/90

 

8/85 - 5/87

 

 

 

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.

 

 

   
SKILLS

Software: Microsoft Suite (Word, Excel, PowerPoint, Visio, Project, Sharepoint), Maya, MEL, Unity 3D, Adobe Suite (Illustrator, Photoshop, After Effects, Premiere), HTML, Java, VB Script, Google Analytics, Blackboard, Moodle and software 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.