Julia is a Digital Artist and Game Developer with a talent and lifelong passion for concept art and character design, as well as a talent for other forms of art and media. She is ultimately a narrative artist, and has a strong knack for weaving worlds and the characters that inhabit them.
She has served as Project Lead (creator, Director, producer, and writer) of two independent Projects: Tales of the Arukigami (2017-ongoing) and Attack on Heroes: Resurgence (2014-2018), and is currently working on pre-production for her third, The Demon Hunters Project. She has also served as a point of leadership three consecutive times on all of her student games during her time at Guildhall.
She currently works as the Associate Outsource Supervisor for Characters, serving as a steady driving force behind the Character outsource team to help land milestones with Production, maintain timely asset delivery and ingestion to engine, scheduling and correspondence, and the occasional art task.
Industry Skills:
Character Design ● Concept Art ● Storyboarding ● 3D Organic & HardSurface Modeling ● Sound Design ● Video compositing ● UE4 ● Screenwriting ● Production ● Sculpting ● Communication ● Project Management ● Teamwork ● Problem-solving ● Production Scheduling ● Asset Tracking ● Vendor Management
Responsibilities:
- Maintain Production scheduling on the Outsource side for each vendor
- Conduct research and asset breakdowns for lead review ahead of sending to outsource for building
- Maintain Shotgrid dates and GANTT views; ensure accuracy on deliverables within SG overview
- Integration assistance during high priority lift phases of dev.; this includes setting up final geometry within Maya for rigging/skinning prep; finalizing any geo/material edits, minor art fixes; etc
- Maintain close correspondence with Character Production to ensure priorities are aligned and on track
- Offer insight and guidance on dev floor based on years of prior experience in the CHAR OS dept.
-[Everything Under Outsource Coordinator]
[All the tasks of the previous position]
- Stepped up to drive character OS team during heavy production periods and transitional phases of hiring/departmental shifts; kept the ship moving to meet milestones with minimal support at the time (2023)
Responsibilities:
- Asset integration into engine through proprietary software
- Setup and organization of source files in P4 depots
- Status updates and organization in Shotgun
- Assist with Feedback notes from Asset Reviews
- Setting up source files for internal Character Polish and pipelines
- Communicate with External outsource vendors on asset feedback
- Communicate internally with other divisions on asset sourcing and P4 depots
- Package and send in-house source files (Maya, textures, etc.) to OS vendors
- Coordinate skinning and rigging tasks for internal art teams with External vendor
- Authoring and upkeep of internal documentation for various processes in the coordination team
Acting as Project Coordinator on a variety of projects
Responsibilities:
- Organizing Google Drives, Monday Boards, Excel sheets, and meetings
- Conducting internal QA on a wide variety of assets from Business Partners
- Frequent Communication with vendors, internal teammates, and leadership
- Problem solving
- Time management
Served as a Virtual Instructor for the summer camp session at iD Tech. Main classes that I taught on a weekly basis was Intro to Maya and 3D Modeling and Design.
My responsibilities:
- Organize and come up with comprehensive lesson plans for ages 10 - 18
- Taught basic modeling to Advanced modeling techniques in Maya
- Taught easy-to-understand UVMapping, Texturing, and Material editing with Hypershade
- Taught Photoshop as a supplement for their Maya experience
- Helped troubleshoot software issues
- Provided feedback based on Student request
Provided photoshop assistance at a scenic design company, included removing backgrounds from stock images, concept art, and layout assistance.
Temporary job.