Colleen Nachtrieb Blog: [email protected] Cell: 412.965.9364

Colleen Nachtrieb Blog: Nachtrieb.Art@Gmail.Com Cell: 412.965.9364

Colleen Nachtrieb Blog: http://seasidecorgi.wordpress.com/ [email protected] Cell: 412.965.9364 SUMMARY . Detail oriented Designer with a passion for various levels of creative user experiences . Lead Designer on 3+ projects, collaborations and prototypes with 8 released titles in the game industry. UX/UI experience with iOS, Android and other mobile systems, including weather applications for iPad and iPhone. Takes initiative, highly adaptable, and motivated listener. SKILLS . Exceptionally skilled at multitasking across art and design disciplines. Highly organized with the ability to plan and meet short term goals & build contingency options, while keeping higher long term goals in sight. UI/UX Design/ Game Design Implementation, spec document creation, proof of concept prototypes for both developers and client demonstrations. Thrives on learning new skill sets that build on previous knowledge. Challenged by taking on additional tasks to improve and streamline production. Skilled at analyzing and formulating usability tests to improve product quality. Leadership & Management, including creation of tutorials for new hires. TECHNICAL SKILLS . Photoshop . 3D Studio Max . JavaScript . Illustrator . MS Office 2010 (Visio/Word) . HTML & CSS . Bridge . After Effects . Traditional Art Mediums . Flash . Axure RP . Film Editing . Action Script 2.0 . C++ . UDK Game Engine . Perforce . C# . Unity PROFESSIONAL EXPERIENCE WSI 2012 - Current UX Designer (Mobile) Pilot Brief Optima 1.4 iPad; Intellicast HD iPhone/iPad/Android; Intellicast Boating iPhone/iPad . Responsible for all mobile UX designs, from requirements, creating wire frames, spec documentation, and communicating design to development team. Prototype creation for clients, usability testing, and design proof of conception using Axure prototyping tool. Keeps the end user experience in sight while balancing clients’ needs. Breaks down user edge cases in Visio flow diagrams saving time and cost in development. 38 Studios 2012 UI Designer Copernicus (Unreleased MMO) . UI/UX Designer for the Map UI system, the Mail UI system, the Grouping/Raid UI system and the Window Depth Management UI System. Created wire frames and prototypes (Scripted in Flash) of the UI for use by developers and proof of concepts. Made improvements to current UI systems in order to make playability more intuitive given product’s intended audience. Headed UI play tests and reviews and was responsible for designing systems and standards across the entire games UI. LEGO Play Well Studios | Net Devil, Louisville, CO 2011 UI Designer LEGO Universe (PC MMO + 1.9-1.12 Content Releases) . Created proof of concepts, maintained project documentation, responsible for wireframe and flow charts. Documented and championed UI standards going forward on LEGO Universe. Designed and implemented UI prototypes and layouts across multiple aspects of LEGO Universe, under strict technical limitations . Worked closely with Web developers on free trial purchase flow. Headed usability tests/ and filtered data collected from live users. Collaborated and drew feedback from the rest of the development team, promoting a sense of community and inspiration Budcat Creations | Activision, Iowa City, IA 2007 – 2011 Lead Designer | Game Artist Top Shot Arcade (Wii w/ Shotgun Peripheral); Pix Maze (iPhone); Guitar Hero 3: Legends of Rock (PS2 & Wii); Guitar Hero: Metallica (PS2 & Wii); Guitar Hero: Aerosmith (PS2 & Wii); Our House Party (Wii); Spyros Skylanders (Wii); Blast-works: Build, Trade & Destroy (Wii) . Designed layouts and implemented levels, along with collectibles, enemy placements and additional content. Scripted various level hazards and enemy behaviors in Unity Engine as well as in house engine . Prototyped game elements, balanced peripheral play and standard Wii mote controls. Animated and created sprites in Photoshop and Flash for mobile and DSi titles . Poly reduction and skinning for multiple Guitar Hero characters, as well as texture solutions for several venues/environments . Implemented basic prototypes using flash in game using action scripting 2.0 as well as in various game engines . Mentored other designers and artists on various projects as well as researched and presented new theories/technologies relevant to upcoming projects . Created interesting encounters in gameplay resulting in an excellent end user experience as a Designer while working at a sister company [“Toys For Bob” Studio]. Innovated and improved existing work pipelines in order to iterate faster on design work . Created proof of concepts, maintained project documentation, and presented pitches to executives & development team that lead to fully released titles . Successfully laid out tasks and met audience and executive demands, within a tight development cycle. TC3 Community College, Ithaca, NY Summer 2010 Guest Lecturer . Produced inspirational lectures to student developers as a mentor and example Vicarious Visions | Activision, Albany, NY 2003 Quality Assurance Tester Crash Nitro Kart (PS2, Xbox) . Used Dev Track System to document bugs and went beyond normal QA tasks EDUCATION & CERTIFICATIONS Art Institute of Pittsburgh, Pittsburgh, PA 2007 . BS, Media Arts & Animation Syracuse University, Syracuse, NY 2004 . BFA, Computer Graphics Art Institute of Pittsburgh, Pittsburgh, PA 2006 . Certificate of Leadership .

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