Amanda Crosby
Over 15 years of Art Production Management and Development in videogames, graphic and web design and product development.
Skills__________________________________________
Production Tools: Agile development experience, scrum master experience including backlog management and sprint planning, various project management tools like Perforce, JIRA, and VSS.
Art Tools: 3DS Max, Maya, Modo, Photoshop, Zbrush, Substance Painter, Ilustrator, InDesign, HTML, CSS.
Game Engines: Familiar with Unreal3 and Unreal4, some Unity, in depth with some in-house developed engines like Milo, Hammer, Slayer, and more.
Relevant Experience_____________________________
Freelance Artist (Currently and ongoing...)
Currently clients include:
Blood Reef - band posters, logo design
Interior Resources - website upkeep and improvement, basic IT, print ad design, email marketing, rug design
Shiflett Brothers - ad design, website updates
MEAR Partners, LLC - assistance creating specifications for patent pending, design of various 3d tracks
Tea Witch Cafe - overall design and implementation of look and feel, set up of POS system and implementation
Robothorse Productions - mainly data input utilizing InDesign for book
Crescent Decal 02/17 – 08/17
3D Designer/Mill Specialist
Responsibilities included:
Design and modeling of 3D objects for milling including multiple options speculatively or upon request
Setting up all CAM files for milling ensuring no tool strikes, efficient use of materials and ease of assembly
Milling the actual objects - cutting foam to size, setting up bed, securing material, running simulations for safety
Paint and finish mockups and working closely with the finishing team to make sure final product matched vision client required
Assisting in finish painting, sculpting and assembly when necessary
Freelance Artist 08/09 – 2/17
Clients Included:
Disney
Motion Logic Studios
TSI Interactive
TreeSpirit Wellness
Petite Palace
Tea Witch Tea
Double Fine Productions 03/08 - 07/09
Associate Producer on Brutal Legend
Managed all aspects of art production and project management from concept through final delivery
Responsibilities included:
Sprint planning and kickoff, backlog management and review, bug tracking and daily morning meetings
Developing and maintaining effective project plans and schedules for all elements of game development
Creating and evaluating tasks planned for each sprint for usefulness and efficiency
Assisting team leads in defining top priority tasks and clearing obstacles away to increase their overall efficacy
Forecasting, developing and executing staffing and resource plans required to deliver milestones on time to publisher
Identifying resource gaps and surpluses across teams and developing resourcing solutions and recommendations to resolve gaps or redeploy resources to maximize utilization and efficiency
Collecting and developing materials and editorial for art book for Brutal Legend
Budgeting, scheduling and reporting
Communications, both internally and externally, on all aspects of a project
Adding files to FMOD when needed for audio engineer
Organizing and executing team building activities like ski weekends and rafting weekends, and other errata always part of producing like providing rides to tired engineers or artists late at night, handling lunch orders for meetings, prepping materials for meetings, making sure any milestone drop is 100% proofed and perfect before delivery to client or publisher, etc.
Liquid Development 12/02 - 9/07
Art Manager
Managed all aspects of production, from concept through final delivery, for numerous clients / products, at this industry-leading full-service art house. Projects spanning the full gamut of interactive art production including concept art development; character development, creation, rigging and animation; environment design, development and creation; and individual prop asset design, creation and development
Responsibilities included:
Art direction and management for all aspects of each project
Writing the requirements for all projects, including the documenting production pathways and deciphering new engine technology
Creating standards for the artwork produced for the project. This would often require (acting as an artist) creating the template for style and quality in all aspects of the work to be done for the artists to use as a bar and guide to match for consistency
Maintaining stylistic and quality consistency across all artists and elements of the project during production
Management of multiple projects with their own individual teams of artists, clients and reporting structures internally and externally simultaneously
Management of multidisciplinary teams of up to 20 artists per project with multiple projects running in paralleBudgeting, scheduling and reporting
Communications, both internally and externally, on all aspects of a project
Titles included: (not a complete list)
Rockband (Xbox360) - responsible for the art and technical direction on all guitars and amps (approximately 400+ guitars and 40+ amps). Created a materials Photoshop document that allowed artists to simply eyedrop the correct value for all elements of the materials including diffuse, alpha, alpha mask, cube mask, and specular materials.
Guitar Hero II (Xbox, PS2) - responsible for the art direction on all guitars. Also personally created approximately 10 of the guitars myself (including some fun ones like the axe, the coffin, the resin guitar with the fly in it, all the Les Pauls, the LP doublecut with stickers, and more…).
Freaky Creatures (mobile, PC, various handhelds) - responsible for the art and technical direction for creation of full environments and effects for several worlds, 12 fully animated, customizable characters including loads of interchangeable parts (like tails and wings), as well as learning all engine functions in order to advise the client on usage.
Scene It! (Xbox360)- responsible for art direction on concept art and character creation and rigging for 25 characters.
Warhawk (PS3) - responsible for art direction for a multitude of environments, portions of environments, modeling uvs and LODs of 100's of buildings and their destructed states, cinematic sets.
2D + 3D Artist for Liquid Development
Responsibilities included modeling and texturing a broad range of environmental props from small elements to complete environments, as well as character modeling and texturing. Projects as artist included: Matrix II, Ultima X Online, Lord of the Rings, Middle Earth Online, Mojo Masters, Warhawk, Fate, Hellgate, Guitar Hero II, Aliens, and more.
Cinemaware 8/02 - 1/03
Artist
Responsibilities included level texture painting and mapping and level blocking, and 3d modeling of interface elements, level optimization (specific levels: siege and archery).
AllBusiness/Bigvine 6/00 - 6/02
Director of Development
Responsibilities included product management and the management of the product management team, writing and overseeing the writing of all Business Requirements Document and Engineering Requirements Documents, project scheduling and budgeting, of product development, working with engineering and QA to build the products defined in the BRD and ERD specifications, tracking of ROI from all products, working with business development and senior management to define new audiences and product offerings, running focus groups, and rolling up all status reports into a single overarching status for senior management including risks, successes, general status, needs and anything else important that arose.
Education__________________________________
§ Sarah Lawrence University Bronxville, NY
§ Skidmore College, Saratoga Springs, NY B.A. - Studio Arts
Awards
Ella Van Dyke Tuthill in Sculpture