resume

LISA G. WONG

OBJECTIVE
To obtain a position which utilizes my CG art skills while allowing me to work with new technology, software, and techniques.

SKILLS
Maya 8.5 - Maya 2008 - Adobe Photoshop  - Adobe Premiere -  Zbrush - Strong traditional drawing skills - Strong writing skills - Good communication and organizational skills across departments - Strong understanding of constraints, both technical and artistic, needed for game production. 

EMPLOYMENT HISTORY
 

Sony                                                                                    Nov 2007-present

Senior R&D Artist 

Responsible for all art assets- UI, modeling, animation, rigging, for research and development projects on the Playstation 3.  Must communicate and coordinate with multiple research projects and programmers to deliver assets for varied projects from GUI to facial animation techniques.

Software used: Maya 2008, Zbrush, (basically anything I want)

Planet Moon, San Francisco, CA                                                 Aug-Nov 2007

Senior Animator:

Responsible for animation of band characters for unannounced Wii title.

Software used : 3DS Max

Visual Concepts, San Rafael, CA                                                            2004 – 2007
Animation and Tools
NBA 2K7 (PS3, PS2, Xbox, Xbox360) and Football Title
Software used: Maya. Mo-cap and animation cleanup for NBA.  


  • Wrote and designed self-updating GUI for texture artists to design football uniforms. 
  • Wrote prop import and animation clean-up tools for animators.  
  • Updated and maintained existing art tools to work with current projects. 
  • Documented internal art-pipe for facial animation system.Animation and Tools

NBA 2K6 (Xbox)
Software used: Maya. Mo-cap  and animation clean up. 

  • Edited script, storyboarded, and directed mocap shoot for in-game cutscene. 
  • Worked with actors, script writer, and mocap team. 
  • Developed and wrote Melscripts during production to aid other artists on team.  
  • Provided R&D support, creating Maya based prototypes, as well as writing documentation for programmers regarding motion blending and character dynamics issues.  
  • Aided lead in evaluating viability of 3rd party programs for in-house production.
  • Animation and Tools

NBA 2K5 (Xbox, PS2)

  • Software used: Maya. Mo-cap clean-up. 
  • Developed and wrote Melscripts during production to aid other artists on team. Helped organize animation artpipe as well as general art tool organization issues, and aided in the transition and consolidation of mocap solving tasks to a different department.


LucasArts, San Francisco, CA                                         1997 – 2004
Character TD
Unannounced Title
Software used: Maya.  

  • Worked with programmers, character modeler and animation lead to create and rig characters best suited for Xbox2 titles.  
  • Prototyped character models and backwards engineered an old rig to old animation data within a new engine.  
  • Wrote and updated MEL scripts to automate as many processes as possible. 
  • Developed  artpipe along with art and programming leads.

Animator
Full Throttle (PC)
Software used: Maya. 

  • Created in game and cut-scene animation.  
  • Worked with technical artists and programmers to get the in-game cut-scenes to run in the game engine

Animator
Gladius (Xbox)
Software used: Maya. 

  • Created animation for various characters, human and animal, in the game.  
  • Was primarily responsible for female lead character.
  • Early in the project, worked with the programmers to determine deformation and set-up issues for the developing game engine.

Character Modeler and Animator
Jedi Starfighter (PS2, Xbox)

Software used: Maya. 

  • Modeled nurbs character models and animated characters for cut-scene sequences in the game. 
  • Was responsible for the quality of the blend shapes for the models facial animation.


Animator
Star Wars Battlegrounds (PC)
Software used:  3DS Max.   

  • Created character animation for the game

Escape to Monkey Island (PS2, PC) 

Software used: Lightwave.  

  • Worked jointly with another artist to create all character models, and character set-up and animation art path issues for the project.  
  • Provided animation technical support for other animators on the project. 
  • Created in game and cut-scene animation for the game.

 Character Modeler, Set-up Artist, Texture Artist, Animator, misc. art technical support
Racer
Software used:  3DS Max. 

  • Modeled, textured, set-up, and animated in game and cut-scene characters for the game. 
  • Set up cameras and lighting for scenes.  
  • Also responsible for testing multiple plug-ins to see if they could be incorporated into the cut-scene process.


Gravity, San Francisco, CA                                         1995 – 1997
Lead Artist
Intel-Terra

  • Project involved a pre-rendered movie in addition to an application that would highlight the features of the next generation of graphic boards from a major chip manufacturer. 
  • Responsibilities were art direction and design, creating and managing the art schedule, management of the other artists, communication with client, and art production. 
  • Worked very closely with the programmers to make certain that the art would fit within the constraints defined by the as yet to be released graphics board.

Lead Artist
NTT-Runners and Guides

  • Worked with NTT to develop 4 games to showcase their Cyber Campus technology. 
  • Responsible for the visual design of the project, all models, and managing the other artist on the team. 
  • Also worked with the producer/designer of the project to design the games and resolve gameplay issues.  


Artist
RPI-Banzai port

  • Worked with the programmer to convert existing art assets to be used in a hydraulic motion simulator chair.


Artist
BANZAI BUG

  • Designed the majority of the characters  and was responsible for modeling and animating several game-play models and sets. 
  • Animated, lighted, and rendered many of the pre-rendered movie sequences in the game. 
  • Aided lead artist in solving several art-creation problems and helped define the final art path.

Other Responsibilities

  • Responsible for interviewing and reviewing work of all prospective artists


PF Magic, San Francisco, CA                                         1993 – 1995
Artist
PATAANK (3DO)

  • Produced majority of the artwork seen in the game. 

Other projects:

  • BALLZ 3DO: designed and created background animation.
  • FLIX: unreleased PC-based puzzle-game.   Performed blue-screen compositing, created concept and final art, and defined the art production path for the artists on the project. 
  • DOGZ, CATZ, and ODDBALLZ line of desktop toys: Created original concept work

   
Junglevision Software, Berkeley, CA                                        1993

  • Responsible for art research, design, and execution.  
  • Completed a short demo for a project called Hollywood Hustle and created artwork for various bids.


EDUCATION
University of California, Berkeley
B.A. in English Literature & B.A. Mass Communications
University of Sussex, England