Resume
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Josiah Colborn
I provide cohesive creative leadership and compelling content for
game projects by bringing the following strengths to game teams:
Professional Experience
Wargaming Seattle
Art Manager May 2013 – Current
· Wrote design proposals, job descriptions and art bibles for free-to-play projects
· Collaborated with dept. directors to create goals; Tasked artists and art leads
· Senior art department representative for development processes and hiring
· Key resource for team organization, morale and communication solutions
· Created schedules and estimates to meet content needs, including outsourcing
· Grew a world-class multi-discipline art team from 6 to 28 in about one year
Gas Powered Games
Art Lead and Art Coordinator June 2011 – May 2013
· Art Lead for HEX: Shards of Fate, built in Unity 3D
· Directed UI art style and artists; Matched the style of our partner’s product
· Unified art asset tracking systems; Established and documented art pipelines
· Expert on complex game content systems including UI, terrain, water and trees
· Created concepts, models, textures and icons for Age of Empires Online
· Go-to-guy for art content-engineering and asset creation miscellanea
· Tasked, mentored and directed internal, off-site and intern artists
Super X Studios
Game Systems Designer, Contract August 2015 – Current
· Established product vision for Greg Hastings Paintball 3
· Designed player equipment and avatar skill economy and progression systems
· Collaborate and build consensus on goals with the Creative Director, Tech Director
and Game Designers through documentation, emails and meetings
Super X Studios
Creative Lead and Art Lead October 2007 – November 2010
· Designed mechanics and game content for:
· Greg Hastings' Paintball 2, Wild Earth: African Safari and publisher game pitches
· Designed levels, made UI layouts, created VFX assets and set up game objects in-engine
· Directed, tasked, mentored and established process for a team of 4 artists
· Created game assets using all art disciplines for game projects in multiple styles
· Researched and learned art techniques to enhance the studio’s art quality
Also contracted as an animator during the period of May – September 2005
Infinitos Pen & Paper Roleplaying System
Creator Current
· Designed and wrote all game system rules for a trans-genre roleplaying system
· Create and host original content to test systems and gather player feedback
Microsoft Game Studios (VOLT)
QA Lead, Mass Effect February 2007 –September 2007
QA Lead, Vanguard and Gears of War January 2006 – November 2006
Ballena Technologies, Inc.
3D Modeler November 2006 – February 2007
Education
Art Institute of Seattle (2002-2004)
Animation, Art and Design Program
High School Diploma (2002)
I provide cohesive creative leadership and compelling content for
game projects by bringing the following strengths to game teams:
- Affinity for aesthetics and asset production for game development
- Risk-manager, critical thinker, organizer and tech-savvy content creator
- Top-down understanding of game systems and their impact on a product
- Bottom-up perspective of gameplay experiences as a passionate gamer
- Avid writer and inclusive communicator; Approachable and professional
Professional Experience
Wargaming Seattle
Art Manager May 2013 – Current
· Wrote design proposals, job descriptions and art bibles for free-to-play projects
· Collaborated with dept. directors to create goals; Tasked artists and art leads
· Senior art department representative for development processes and hiring
· Key resource for team organization, morale and communication solutions
· Created schedules and estimates to meet content needs, including outsourcing
· Grew a world-class multi-discipline art team from 6 to 28 in about one year
Gas Powered Games
Art Lead and Art Coordinator June 2011 – May 2013
· Art Lead for HEX: Shards of Fate, built in Unity 3D
· Directed UI art style and artists; Matched the style of our partner’s product
· Unified art asset tracking systems; Established and documented art pipelines
· Expert on complex game content systems including UI, terrain, water and trees
· Created concepts, models, textures and icons for Age of Empires Online
· Go-to-guy for art content-engineering and asset creation miscellanea
· Tasked, mentored and directed internal, off-site and intern artists
Super X Studios
Game Systems Designer, Contract August 2015 – Current
· Established product vision for Greg Hastings Paintball 3
· Designed player equipment and avatar skill economy and progression systems
· Collaborate and build consensus on goals with the Creative Director, Tech Director
and Game Designers through documentation, emails and meetings
Super X Studios
Creative Lead and Art Lead October 2007 – November 2010
· Designed mechanics and game content for:
· Greg Hastings' Paintball 2, Wild Earth: African Safari and publisher game pitches
· Designed levels, made UI layouts, created VFX assets and set up game objects in-engine
· Directed, tasked, mentored and established process for a team of 4 artists
· Created game assets using all art disciplines for game projects in multiple styles
· Researched and learned art techniques to enhance the studio’s art quality
Also contracted as an animator during the period of May – September 2005
Infinitos Pen & Paper Roleplaying System
Creator Current
· Designed and wrote all game system rules for a trans-genre roleplaying system
· Create and host original content to test systems and gather player feedback
Microsoft Game Studios (VOLT)
QA Lead, Mass Effect February 2007 –September 2007
QA Lead, Vanguard and Gears of War January 2006 – November 2006
Ballena Technologies, Inc.
3D Modeler November 2006 – February 2007
- Recreated photo-realistic venues with 3D models and textures using blueprints
Education
Art Institute of Seattle (2002-2004)
Animation, Art and Design Program
High School Diploma (2002)