St. John W. Colón   •   Résumé

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 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. 

 

MISSION

My goal is to be an architect in a collaborative environment to define the next phase of the ever changing field of interactive entertainment. I aspire to create new means of leveraging available assets to address the increasing cost of development, address emerging entertainment trends and develop core technologies and advancements in the field of interactive art.

 

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.

 

8/10 – Present

Real Life Plus, Inc., Los Angeles, California   •   Executive Producer

 

Succeeded in co-founding and assembling the Real Life Plus Development and Community Team who consist of developers, modelers, animators that have worked on popular games such as The Sims 2, Resident Evil, Toy Story, Tomb Raider, Psychonauts, SpongeBob Squarepants - The Game, Madden NFL, and Virtual World - vSide. Responsible for coordinating Real Life Plus internal and 3rd party development.

 

8/11 – Present

University of Southern California, Los Angeles, California   •   Adjunct Professor

 

Responsible for teaching the History of Interactive Entertainment. This course is a requirement for students earning a degree in the interactive sciences.

 

EXPERIENCE

 

8/99 - 8/09

 

 

 

 

 

 

 

Heavy Iron Studios, Culver City, California   •   Lead Artist

Awards   •   THQ 2005 Team Award

 

           

 

Promoted to Lead Artist (8/07 - present) – Duties spanned 1 title and is concurrent with other duties. The Lead Artist acts as a production specialist and duties are heavily slanted towards production tasks including: Defining the art schedule for project development. Managing the art team throughout production and tracking asset development. Setting and monitoring the technical standard for all developed assets. Providing experience and expertise as a resource to team members. Analyzing and improving the production pipeline to promote efficiency and quality. Coordinating interdependent production issues with the Lead Designer, Lead Programmer, Lead Animator and the Art director. Communicating efficiently and effectively with all departments to ensure timely delivery of a quality product.

 

Promoted to Principal Artist (08/03 - 07/07)– Duties spanned 4 titles and was concurrent with other duties. Responsible for leading teams, developing key assets and setting core standards in a variety of areas. Responsible for evaluating software packages, discovering new tools and techniques and instructing the art team in their use, discovering and evaluating new talent, leading roundtable discussions in the areas of advancements in the field of interactive art.

 

Promoted to Lead User Interface Designer (8/99 - 7/07) – Duties spanned 6 titles and was concurrent with other duties. Responsibilities included leading the user interface team, conceiving and generating navigational framework, scripting interface logic, addressing technical requirement standards, addressing localization standards, scripting sound events and conceiving and generating 2D and 3D art assets. Duties required coordinating a broad range of production including special effects, tools scripting, object design, modeling, texture mapping and object animation. 

 

Promoted to Environmental Artist (08/01 - 07/03) – Duties spanned 4 titles and included conceiving and generating high and low resolution polygonal environmental models. Duties required conceiving, modeling and setting the artistic standard for environments, designing objects, lighting environments, texture mapping and generating special effects, scripting tools, and object animation. 

 

Character Modeler (8/99 - 07/03) – Duties spanned 3 titles and included conceiving and generating high and low resolution polygonal models. Duties included character design, illustration, modeling, texture mapping, rigging, facial animation and object animation. 

 

11/01 – 8/02

Art Institute, Los Angeles, California   •   Instructor

 

Responsible for teaching Maya in relation to interactive development. My course was a requirement for students earning a bachelor of fine art degree in the interactive sciences. 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   •   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.

 

SKILLS

Software: Maya, MEL, Adobe Suite (Illustrator, Photoshop, InDesign, After Effects, 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, Game Design.