Portfolio1

Every video would begin with a client meeting to discuss the project. Feel, tone, content, and assets would all be hammered out. Then a writer would get the script approved. I would select the proper VO artist and music to accompany the visuals and begin the storyboard process. Basic hand drawn concepts were pitched to the production team to keep the project looking good and staying within the time scope without feature creep. The storyboard would then be put together in photoshop with better quality visuals usually using the final assets as place holders. This was then sent to the client for approval. Using Adobe After Effects, I would then begin setting up the scenes for a quick run through without movement. When everything Is set and feels right I begin the animation. Finally the video would be rendered and sent to the client who would then ask for changes or approve the video for publishing

“WHAT’S IN STORE” ANIMATION

Considered the most challenging of the video projects, these roughly 2-minute videos traditionally consisted of Animation only. While the most demanding, these videos provided the most creative freedom for the designer. An expected development time of 3 to 7 business days allowed for experimentation and technical growth. Each video would attempt to exceed the others with unique styles and audio design.

“TRAILER” AD VIDEO

The shortest of the animations but not always the easiest. Taking around two days to complete at times. Trailers are the most visible videos on the site due to playing before each news story in a category. Client requests ranged from adding in-house footage to experimenting with new marketing concepts. Multiple iterations are made before the project is published online.

“BEHIND THE GREENS” AD VIDEO

Almost exclusively in person interviews overlay with ground level and drone b-roll. Topics range from planting crops to showcasing new facilities to updates on growing seasons. Logos and lower thirds were animated for each new video, giving each one a unique look and feel. Footage would be checked for quality, color corrected, and organized into a client's specific folder that can then be sent to them upon request. With so much footage the organization process was paramount when receiving new files, as was an overview of the shots to weed out the imperfections. Stock audio is then selected, adding to the tone and feel the client requested. Mic audio leveled to bring it out the speaker's voice, strategically dropping music levels when speaking.

CALIFORNIA AVOCADO COMM.

Highlighting the California avocado season. This 25-second pre news story video required subtle yet intricate masking and particles. The state graphic used an “ink in” effect that combined allowed for a clean watercolor type entrance to the asset.

BEE SWEET CITRUS

VideoCopilot’s “Sure Target 2” plug-in was the main technical focus creating this trailer. Following the company's Bee mascot as it flies to Citrus products. Controlling the camera with the plug-in helped me better grasp After Effect’s three-dimensional navigation.

bsc-cover
sunpac-cover
SUN PACIFIC PRODUCE

iHeart Media paired with Sun Pacific to celebrate Cuties Season. The “Ease and Wizz” plug-in was used to give the logo animations a slow down to their final positions. While it was a tiered approval process for iHeartMedia, the logo animation was universally enjoyed.

VILLAGE FARMS PRODUCE

Animation Composer used in combination with layer masks give assets the effect of appearing from behind each other. Easing is applied automatically with the plug-in allowing for a faster animation process. Originally a print ad, the client requested the same layout for the animation.

vFarms-cover
WISH FARMS BERRIES

The casino vibe promoted the slot machine concept. Using the brands art and stock vector assets, the slot machine is used at the climax of the short. Adding a revolving type expression to each slot image layer gave the asset a more realistic feel. Suspending disbelief.

RAINIER FRUIT COMPANY

Double Exposure print ad turned into an animated trailer. Layer masks were again used to focus attention on the scene overlaid on the “Lady Alice” apple graphic. Clouds slowly drift in and around the fruit as a surreal aesthetic.

rain-cover
om-wis-sb-cover
OCEAN MIST FARMS “WHAT’S IN STORE”

A great example of a storyboard concept being executed vividly. Emphasizing traditional animation principles like squash and stretch, anticipation, and staging. The client’s organic products were brought to life while telling the story of their Journey from Farm to Fork.

BAY BABY FARMS “WHAT’S IN STORE”

Although crudely sketched, these storyboard drafts are vital in the design process. Laying a foundation for the entire vision of the video. Most storyboards are converted into a digital version using video assets when updating a client.

bb-wis-1-cover bb-wis-2-cover bb-wis-3-cover bb-wis-sb1-cover bb-wis-sb2-cover
graphicsbanner

Graphic art projects consisted of print ads for the snack Magazine online advertisements newsletters for clients and also digital ads for company websites; these ads were created in Photoshop set to the specified dimensions of the particular Act. Stock imagery and house photos, client assets and even custom drawings were used when designing. deadlines usually set at a few hours to add a wood encourage client participation in the process. Newsletters required graphics to be clickable and appear properly in all email clients.This required multiple test emails as well as decorations until the product was perfect. Moderating the user tracking would yield data that could be referenced when designing future digital emails. Creating both complex and simple questionnaires were relevant to the practice as well.For the initial design and creation process was relatively quick the management and iteration process throughout the years as well as working directly with the client as a social media consultant wrote out my passion for the users and experiences. I was able to understand that many users prefer the simplest method to reach their goal the three click rule helps

jazz1
jazz2
famous
darrigo1
“THE SNACK” MAGAZINE DESIGN

Working directly with the writing and sales team, the design department coordinated the monthly release of this magazine. Focused on the produce industry and written by the same team that produces the twice daily newsletters for andnowuknow.com. Clients would send in promotional material and a meeting would be set up to discuss the details of the ad or article. After a few drafts were selected we would then make iterations to the selected design until the client was satisfied with the results. All the pages would be pined to a board where the head editor would then organize them into the preferred layout.

EMAIL NEWSLETTER AD DESIGN

After receiving instructions on the desired format, most ads were designed as a static image that promoted a product. Using examples from various graphic design sources, a concept would be outlined and presented to the client and production team. graphic design sources and conceptualized digitally, we would then present the drafts before rendering the final design and publishing it to the website.

lc1 lc2 lc3
banners1
DAILY NEWS STORY GRAPHICS

Each production member would select a story or two from each newsletter. The designer was then charged with color correcting, cropping, and uploading body images for their story sent to them by the story’s writer. Upon review of the story the designer is also responsible for designing a banner for the story. This banner is what is displayed, along with the story’s title, on the main page of the news site. This is where creativity and skill are tested by spending 15 to 30 minutes to create an 1130x500px graphic.

gamesbanner
“DOOMSDAY ZOMBIES” - UNITY3D

It's the End Of The World And Zombies have come to eat your brain. Fortunately you have a nice personal defense arsenal and the zombies drop lots of ammo. Survive Waves of Zombie attacks an unlock the ultimate Zombie killing weapons in this Isometric top down shooter.

ddz1
ddz2
Ouya Build

Created for the OUYA system pre-launch. Ameon Entertainment bought a development kit and decided to create a game exclusively for the android based system. My role on this project was programming and design. This project helped me understand core details of start to launch game development usong Unity3D with a part time team. The original gameplay had players choose a role in the solo campaign that translated over to the multiple portion of the game. Karma was the idea behind the system. Eliminating red enemies would raise the player's karma while blue units would lower it. The theory was that the players would be assigned to a team in multiplayer mode depending on their karma score. Adjusting accordingly to balance the match.

The game was launched on the OUYA store shortly after the launch of the console. While many of the elements we wanted to incorporate into the game had to be abandoned and the game expedited to an unfavorable launch. Being able to reference the trials and failures of this project allows me to expand on these ideas in future projects.

PUBLISHING

The 2012 team at Ameon Entertainment was able to publish a couple small games in our year of training. The first of these was Pachinko Sabotage. A combination of Pachinko and Break Out, we spent about 11 months total building and releasing this project on iOS. I mostly shadowed the Unity3D programmer at the time and learned how to release a game using xcode. Future opportunities here expanded on my publishing knowledge by not only releasing games on Android systems but browser based games as well.

Pachinko Sabotage for iPhone and iPad

This is the first game I helped publish! Overall I contributed to the C# programming, designing the levels, and creating some of the 3-D art and animation.

Pachinko Sabotage

The evil CogHog has entered Zeek and Spinner's world and is taking over the Cogverse. You play as Zeek Launching Pachinko balls inside Coghogs Ship to save the Cogverse. This game is loosely based upon Japanese Style Pachinko where you drop metal balls to get points. Pachinko Sabotage comes with an original comic style storyline and soundtrack.

psab2
hallLab2
GAME PROTOTYPES

It would be hard to count the number of prototypes I've built, tested, and either scraped or lost. From board games to browser based projects to fully realized Unity3D games. I learned over time it's ok to scrap a project, sometimes it's the wise idea if you find the prototype unfun or too demanding on the hardware. These projects can always be revisited and picked apart for the fun and technical elements. I find prototyping to be one of the most interesting parts of the game development process. The outcome could drastically change the way you are designing your game. Working with others on prototypes is excellent as well. Being able to bounce ideas and quickly see them in action is the core of finding the fun in a project. Possibly one of the main reasons I have less published games is due to wanting to prototype everything first. This research is necessary however and can make the project feel exactly how you want it to rather than publishing an experience that isn't true to the developers vision.

Halloween Labyrinth ~2012 Halloween Game Sprint~

This Prototype was put together in a few hours using some pre-built assets and free stuff on the internet. Solve the labyrinth and collect all the candy in this first person maze run. Avoid spiders or they will eat you. Find the witch and jump in her cauldron to win!

Follow the link below and download the file, unzip the document, open the folder and have fun!

Windows PC build Mac build
CROWDFUNDING

Armored Tank Assault 2 from Ameon Entertainment has been the only crowdfunding campaign I've been a part of so far. This was part of the Game Development certificate programs offered at Ameon Entertainment at the time. The first armored tank assault game was met with some success so the owner decided to try a different funding source in the at the time newly launched Kickstarter.com. We piled on the research and I cut a video and added FX like holograms and some fun story telling. We unfortunately didn't reach our goal but I was able to get a fantastic understanding of the process at the time. The campaign was filled with highs and lows in both interactions and morale. It was an eye opening experience in learning when to listen and address potential players. Although I was no longer active in the company, the owner was still able to eventually launch ATA2 on iOS.

kicks2
DANIEL LEE KENNEDY

Passionate technical creative professional with a versatile skill set. Looking to build a career with a rapidly evolving and fast-paced company. Project management tools include: organization, team work, accuracy, research, cleanliness, and attention to detail.

EXPERIENCE
MME Consulting Inc

Sacramento, Ca - Customer Support and Installation Technician

October 2019 - June 2022

• Implemented technical skills to solve client network issues

• Installed computer and network hardware at medical facilities

• Solved problems with clients remotely and locally

• Documented issues daily, elaborated technical articles sporadically

Vantage Point Media

Sacramento, Ca - Creative Production

August 2013 - January 2019

• Digital and Print ads created daily while meeting client’s brand guidelines

• Implemented web design best practices increasing client’s online visibility

• Motion graphic animations created for up to 200 high profile clients

• Worked directly with 30 critical accounts

• UX testing with email newsletter, A/B testing and UI design trends

• Research and adapt to new changing technology

• Daily newsletter banners and body images designed for each story

• Work directly with all departments highlighting clear communication

• Managed multiple projects with tight deadlines promoting goal quality

• Collaborated on copywriting, proofreading, and layout for print publication

• Lead email campaign development complying by company standards

• Trained new team members on company policies and procedures

• Escentual in editing and designing internal documents directly with CEO

• Branding, packaging, and brochure creation for up to 20 leading clients

• Presentations conceptualized for clients at exhibits and in-house events

• Webmaster for NataliasKitchen.com and co-developer on many client sites

• Content creation and community engagement on all social platforms

• Editing video reports for farm-to-fork, grassroot, and eat-brighter advocacy

• Interactive VR development with google cardboard SDK for client use

• Assessed in browser game development for commissioned client software

ID tech Camp

Campbell, Ca - Instructor

June 2013 - August 2013

• Campers built games in Unity3D under my guidance

• Responsible for a fun, safe, work environment helping others succeed

• Educated youth on life long technical skills

• As a problem solver, deciphered complex software for general use

Ameon Entertainment

Sacramento, Ca - Programmer

February 2012 - May 2013

• Published Unity3D games to the iOS market, documenting the process

• Implemented player “Karma” system using C# for Unity3D

• Essential in helping art team learn and navigate game development software

TECHNICAL SKILLS

Unity 3D, Adobe CC, Maya, Photoshop, After Effects, C4D, Unreal Engine, 3DS Max, Premiere Pro, Illustrator, Media Encoder, Audition, Final Cut Pro, Microsoft Office, C#, Javascript, HTML/CSS, PHP, Unity Javascript, SQL, CMS, Frameworks

SOFT SKILLS

Ability to work directly with any department or client to forward productivity and achieve goals

Adaptable, priority focused, Problem solver, fast-paced, multi-tasker, driven by finding solutions and providing results

ACCOLADES

Multiple games published, downloaded, and played on iOS App Store, Google Play, OUYA, & Gamejolt.com

Over 6 years of graphic art and motion graphics projects

Former Design Team member for Produce Industry Magazine - The Snack

HackerLab Sacramento Game Dev Local Contest - 1st prize winner for “Just Sleep” on PC

Master Development Certificate in Programming

January 2013

PROMINENT PROJECTS

Natialia’s Kitchen

Vantage Point Media

Ensuring the highest level of quality possible, natialiaskitchen.net was built and managed with accuracy and attention to detail. Coordinating campaigns that increased social media engagement and retention exponentially. While the Initial design and creation process was relatively quick, the management and iteration process throughout the years as well as working directly with the client as a social media consultant brought out my passion for the user;s end experiences. I was able to understand that many users prefer the simplest method to reach their goal. The “three click rule” helped me grasp the best way to implement this function. Designing the “recipe” section of the web site - I tested several layouts before settling on one I believed would be engaging for the site’s users. The selection method required the user to navigate a carousel of recipes, selecting one, that would then display in a separate place in the DOM. This design was comfortable when expecting the experience. In hindsight, the project was successful, producing traffic to the overall website and increasing sales of the client’s product by roughly %15. The social media aspect of Natalia’s Kitchen consisted of daily posts on Instagram, Twitter, and Facebook. Usually adding to the daily traffic of the website and additional sales of products.

DOOMSDAY ZOMBIES

Ameon Entertainment

Working part time on the project, the team was able to publish the game in less than 6 months, Random asset generation, a Karma system, and prototyping were just a few of my responsibilities on this game.

EDUCATION

B.S. Digital Entertainment & Game Design

A.S. Information Technology-Multimedia

ITT Technical Institute - Rancho Cordova, CA

Please contact for references

Portfolio1

Every video would begin with a client meeting to discuss the project. Feel, tone, content, and assets would all be hammered out. Then a writer would get the script approved. I would select the proper VO artist and music to accompany the visuals and begin the storyboard process. Basic hand drawn concepts were pitched to the production team to keep the project looking good and staying within the time scope without feature creep. The storyboard would then be put together in photoshop with better quality visuals usually using the final assets as place holders. This was then sent to the client for approval. Using Adobe After Effects, I would then begin setting up the scenes for a quick run through without movement. When everything Is set and feels right I begin the animation. Finally the video would be rendered and sent to the client who would then ask for changes or approve the video for publishing

“WHAT’S IN STORE” ANIMATION

Considered the most challenging of the video projects, these roughly 2-minute videos traditionally consisted of Animation only. While the most demanding, these videos provided the most creative freedom for the designer. An expected development time of 3 to 7 business days allowed for experimentation and technical growth. Each video would attempt to exceed the others with unique styles and audio design.

“TRAILER” AD VIDEO

The shortest of the animations but not always the easiest. Taking around two days to complete at times. Trailers are the most visible videos on the site due to playing before each news story in a category. Client requests ranged from adding in-house footage to experimenting with new marketing concepts. Multiple iterations are made before the project is published online.

“BEHIND THE GREENS” AD VIDEO

Almost exclusively in person interviews overlay with ground level and drone b-roll. Topics range from planting crops to showcasing new facilities to updates on growing seasons. Logos and lower thirds were animated for each new video, giving each one a unique look and feel. Footage would be checked for quality, color corrected, and organized into a client's specific folder that can then be sent to them upon request. With so much footage the organization process was paramount when receiving new files, as was an overview of the shots to weed out the imperfections. Stock audio is then selected, adding to the tone and feel the client requested. Mic audio leveled to bring it out the speaker's voice, strategically dropping music levels when speaking.

CALIFORNIA AVOCADO COMM.

Highlighting the California avocado season. This 25-second pre news story video required subtle yet intricate masking and particles. The state graphic used an “ink in” effect that combined allowed for a clean watercolor type entrance to the asset.

BEE SWEET CITRUS

VideoCopilot’s “Sure Target 2” plug-in was the main technical focus creating this trailer. Following the company's Bee mascot as it flies to Citrus products. Controlling the camera with the plug-in helped me better grasp After Effect’s three-dimensional navigation.

bsc-cover
sunpac-cover
SUN PACIFIC PRODUCE

iHeart Media paired with Sun Pacific to celebrate Cuties Season. The “Ease and Wizz” plug-in was used to give the logo animations a slow down to their final positions. While it was a tiered approval process for iHeartMedia, the logo animation was universally enjoyed.

VILLAGE FARMS PRODUCE

Animation Composer used in combination with layer masks give assets the effect of appearing from behind each other. Easing is applied automatically with the plug-in allowing for a faster animation process. Originally a print ad, the client requested the same layout for the animation.

vFarms-cover
WISH FARMS BERRIES

The casino vibe promoted the slot machine concept. Using the brands art and stock vector assets, the slot machine is used at the climax of the short. Adding a revolving type expression to each slot image layer gave the asset a more realistic feel. Suspending disbelief.

RAINIER FRUIT COMPANY

Double Exposure print ad turned into an animated trailer. Layer masks were again used to focus attention on the scene overlaid on the “Lady Alice” apple graphic. Clouds slowly drift in and around the fruit as a surreal aesthetic.

rain-cover
om-wis-sb-cover
OCEAN MIST FARMS “WHAT’S IN STORE”

A great example of a storyboard concept being executed vividly. Emphasizing traditional animation principles like squash and stretch, anticipation, and staging. The client’s organic products were brought to life while telling the story of their Journey from Farm to Fork.

BAY BABY FARMS “WHAT’S IN STORE”

Although crudely sketched, these storyboard drafts are vital in the design process. Laying a foundation for the entire vision of the video. Most storyboards are converted into a digital version using video assets when updating a client.

bb-wis-1-cover bb-wis-2-cover bb-wis-3-cover bb-wis-sb1-cover bb-wis-sb2-cover
graphicsbanner

Graphic art projects consisted of print ads for the snack Magazine online advertisements newsletters for clients and also digital ads for company websites; these ads were created in Photoshop set to the specified dimensions of the particular Act. Stock imagery and house photos, client assets and even custom drawings were used when designing. deadlines usually set at a few hours to add a wood encourage client participation in the process. Newsletters required graphics to be clickable and appear properly in all email clients.This required multiple test emails as well as decorations until the product was perfect. Moderating the user tracking would yield data that could be referenced when designing future digital emails. Creating both complex and simple questionnaires were relevant to the practice as well.For the initial design and creation process was relatively quick the management and iteration process throughout the years as well as working directly with the client as a social media consultant wrote out my passion for the users and experiences. I was able to understand that many users prefer the simplest method to reach their goal the three click rule helps

jazz1
jazz2
famous
darrigo1
“THE SNACK” MAGAZINE DESIGN

Working directly with the writing and sales team, the design department coordinated the monthly release of this magazine. Focused on the produce industry and written by the same team that produces the twice daily newsletters for andnowuknow.com. Clients would send in promotional material and a meeting would be set up to discuss the details of the ad or article. After a few drafts were selected we would then make iterations to the selected design until the client was satisfied with the results. All the pages would be pined to a board where the head editor would then organize them into the preferred layout.

EMAIL NEWSLETTER AD DESIGN

After receiving instructions on the desired format, most ads were designed as a static image that promoted a product. Using examples from various graphic design sources, a concept would be outlined and presented to the client and production team. graphic design sources and conceptualized digitally, we would then present the drafts before rendering the final design and publishing it to the website.

lc1 lc2 lc3
banners1
DAILY NEWS STORY GRAPHICS

Each production member would select a story or two from each newsletter. The designer was then charged with color correcting, cropping, and uploading body images for their story sent to them by the story’s writer. Upon review of the story the designer is also responsible for designing a banner for the story. This banner is what is displayed, along with the story’s title, on the main page of the news site. This is where creativity and skill are tested by spending 15 to 30 minutes to create an 1130x500px graphic.

gamesbanner
“DOOMSDAY ZOMBIES” - UNITY3D

It's the End Of The World And Zombies have come to eat your brain. Fortunately you have a nice personal defense arsenal and the zombies drop lots of ammo. Survive Waves of Zombie attacks an unlock the ultimate Zombie killing weapons in this Isometric top down shooter.

ddz1
ddz2
Ouya Build

Created for the OUYA system pre-launch. Ameon Entertainment bought a development kit and decided to create a game exclusively for the android based system. My role on this project was programming and design. This project helped me understand core details of start to launch game development usong Unity3D with a part time team. The original gameplay had players choose a role in the solo campaign that translated over to the multiple portion of the game. Karma was the idea behind the system. Eliminating red enemies would raise the player's karma while blue units would lower it. The theory was that the players would be assigned to a team in multiplayer mode depending on their karma score. Adjusting accordingly to balance the match.

The game was launched on the OUYA store shortly after the launch of the console. While many of the elements we wanted to incorporate into the game had to be abandoned and the game expedited to an unfavorable launch. Being able to reference the trials and failures of this project allows me to expand on these ideas in future projects.

PUBLISHING

The 2012 team at Ameon Entertainment was able to publish a couple small games in our year of training. The first of these was Pachinko Sabotage. A combination of Pachinko and Break Out, we spent about 11 months total building and releasing this project on iOS. I mostly shadowed the Unity3D programmer at the time and learned how to release a game using xcode. Future opportunities here expanded on my publishing knowledge by not only releasing games on Android systems but browser based games as well.

Pachinko Sabotage for iPhone and iPad

This is the first game I helped publish! Overall I contributed to the C# programming, designing the levels, and creating some of the 3-D art and animation.

Pachinko Sabotage

The evil CogHog has entered Zeek and Spinner's world and is taking over the Cogverse. You play as Zeek Launching Pachinko balls inside Coghogs Ship to save the Cogverse. This game is loosely based upon Japanese Style Pachinko where you drop metal balls to get points. Pachinko Sabotage comes with an original comic style storyline and soundtrack.

psab2
hallLab2
GAME PROTOTYPES

It would be hard to count the number of prototypes I've built, tested, and either scraped or lost. From board games to browser based projects to fully realized Unity3D games. I learned over time it's ok to scrap a project, sometimes it's the wise idea if you find the prototype unfun or too demanding on the hardware. These projects can always be revisited and picked apart for the fun and technical elements. I find prototyping to be one of the most interesting parts of the game development process. The outcome could drastically change the way you are designing your game. Working with others on prototypes is excellent as well. Being able to bounce ideas and quickly see them in action is the core of finding the fun in a project. Possibly one of the main reasons I have less published games is due to wanting to prototype everything first. This research is necessary however and can make the project feel exactly how you want it to rather than publishing an experience that isn't true to the developers vision.

Halloween Labyrinth ~2012 Halloween Game Sprint~

This Prototype was put together in a few hours using some pre-built assets and free stuff on the internet. Solve the labyrinth and collect all the candy in this first person maze run. Avoid spiders or they will eat you. Find the witch and jump in her cauldron to win!

Follow the link below and download the file, unzip the document, open the folder and have fun!

Windows PC build Mac build
CROWDFUNDING

Armored Tank Assault 2 from Ameon Entertainment has been the only crowdfunding campaign I've been a part of so far. This was part of the Game Development certificate programs offered at Ameon Entertainment at the time. The first armored tank assault game was met with some success so the owner decided to try a different funding source in the at the time newly launched Kickstarter.com. We piled on the research and I cut a video and added FX like holograms and some fun story telling. We unfortunately didn't reach our goal but I was able to get a fantastic understanding of the process at the time. The campaign was filled with highs and lows in both interactions and morale. It was an eye opening experience in learning when to listen and address potential players. Although I was no longer active in the company, the owner was still able to eventually launch ATA2 on iOS.

kicks2
DANIEL LEE KENNEDY

Passionate technical creative professional with a versatile skill set. Looking to build a career with a rapidly evolving and fast-paced company. Project management tools include: organization, team work, accuracy, research, cleanliness, and attention to detail.

EXPERIENCE
MME Consulting Inc

Sacramento, Ca - Customer Support and Installation Technician

October 2019 - June 2022

• Implemented technical skills to solve client network issues

• Installed computer and network hardware at medical facilities

• Solved problems with clients remotely and locally

• Documented issues daily, elaborated technical articles sporadically

Vantage Point Media

Sacramento, Ca - Creative Production

August 2013 - January 2019

• Digital and Print ads created daily while meeting client’s brand guidelines

• Implemented web design best practices increasing client’s online visibility

• Motion graphic animations created for up to 200 high profile clients

• Worked directly with 30 critical accounts

• UX testing with email newsletter, A/B testing and UI design trends

• Research and adapt to new changing technology

• Daily newsletter banners and body images designed for each story

• Work directly with all departments highlighting clear communication

• Managed multiple projects with tight deadlines promoting goal quality

• Collaborated on copywriting, proofreading, and layout for print publication

• Lead email campaign development complying by company standards

• Trained new team members on company policies and procedures

• Escentual in editing and designing internal documents directly with CEO

• Branding, packaging, and brochure creation for up to 20 leading clients

• Presentations conceptualized for clients at exhibits and in-house events

• Webmaster for NataliasKitchen.com and co-developer on many client sites

• Content creation and community engagement on all social platforms

• Editing video reports for farm-to-fork, grassroot, and eat-brighter advocacy

• Interactive VR development with google cardboard SDK for client use

• Assessed in browser game development for commissioned client software

ID tech Camp

Campbell, Ca - Instructor

June 2013 - August 2013

• Campers built games in Unity3D under my guidance

• Responsible for a fun, safe, work environment helping others succeed

• Educated youth on life long technical skills

• As a problem solver, deciphered complex software for general use

Ameon Entertainment

Sacramento, Ca - Programmer

February 2012 - May 2013

• Published Unity3D games to the iOS market, documenting the process

• Implemented player “Karma” system using C# for Unity3D

• Essential in helping art team learn and navigate game development software

TECHNICAL SKILLS

Unity 3D, Adobe CC, Maya, Photoshop, After Effects, C4D, Unreal Engine, 3DS Max, Premiere Pro, Illustrator, Media Encoder, Audition, Final Cut Pro, Microsoft Office, C#, Javascript, HTML/CSS, PHP, Unity Javascript, SQL, CMS, Frameworks

SOFT SKILLS

Ability to work directly with any department or client to forward productivity and achieve goals

Adaptable, priority focused, Problem solver, fast-paced, multi-tasker, driven by finding solutions and providing results

ACCOLADES

Multiple games published, downloaded, and played on iOS App Store, Google Play, OUYA, & Gamejolt.com

Over 6 years of graphic art and motion graphics projects

Former Design Team member for Produce Industry Magazine - The Snack

HackerLab Sacramento Game Dev Local Contest - 1st prize winner for “Just Sleep” on PC

Master Development Certificate in Programming

January 2013

PROMINENT PROJECTS

Natialia’s Kitchen

Vantage Point Media

Ensuring the highest level of quality possible, natialiaskitchen.net was built and managed with accuracy and attention to detail. Coordinating campaigns that increased social media engagement and retention exponentially. While the Initial design and creation process was relatively quick, the management and iteration process throughout the years as well as working directly with the client as a social media consultant brought out my passion for the user;s end experiences. I was able to understand that many users prefer the simplest method to reach their goal. The “three click rule” helped me grasp the best way to implement this function. Designing the “recipe” section of the web site - I tested several layouts before settling on one I believed would be engaging for the site’s users. The selection method required the user to navigate a carousel of recipes, selecting one, that would then display in a separate place in the DOM. This design was comfortable when expecting the experience. In hindsight, the project was successful, producing traffic to the overall website and increasing sales of the client’s product by roughly %15. The social media aspect of Natalia’s Kitchen consisted of daily posts on Instagram, Twitter, and Facebook. Usually adding to the daily traffic of the website and additional sales of products.

DOOMSDAY ZOMBIES

Ameon Entertainment

Working part time on the project, the team was able to publish the game in less than 6 months, Random asset generation, a Karma system, and prototyping were just a few of my responsibilities on this game.

EDUCATION

B.S. Digital Entertainment & Game Design

A.S. Information Technology-Multimedia

ITT Technical Institute - Rancho Cordova, CA

Please contact for references