The pretty version of my Resume can be found here. PDF
References avaliable upon request.

Lindsey Erin Anderson
PO box 6968 Eureka, CA 95502
707.845.9560
SKILLS
  • Diffuse, Normal & Specular mapping
  • Environmental modeling
  • Game Design
  • HTML
  • Xcode, Android SKD
  • Sculpture & Ceramics
  • Photoshop & Illustrator
  • Maya, Lightwave 3D & 3DS Max
  • UDK, TES: Construction Set, HeroBlade
  • Cryengine3 & Unity
  • Selenium, Ranorex
  • Drawing & Painting
EXPERIENCE
March 2013 - Current
Seattle, WA
Smashing Ideas
QA Engineer
  • Testing announced & unannounced Mobile/Web applications
  • Communicating with multiple teams to ensure they get the testing coverage they need
  • Documenting bugs in Jira
  • Writing test cases
  • Writing documentation
  • Released BELO WeatherCaster for iOS devices
 
January 2013 - Current
Indie Game Projects
Conscience: 3D Prop Artist
  • Working with a large Multinational group of artists and programmers to create a multiplayer horror game
  • Creating 3D models and textures for Unity 4.0
  • Providing feedback and critique on art and design
  • Creating minor scripts for objects
 
Conscience: Tools QA
  • Testing and troubleshooting Unity plug-ins
  • Researching and troubleshooting Cryengine3
 
June 2012 - March 2013
Sic'em Studios: QA Tester
  • Testing web builds for Detonation and Meals on Wheelz
  • Writing bugs for game play and content
  • Regressing fixed bugs
  • Test planning
 
Sic'em Studios: 3D Artist
  • Working with a team of four to create games for mobile and web
  • Released Detonation for Android platform
  • Creating 3D models and textures for Unity 4.0
  • Creating UI graphics and 2D assets for Unity 4.0
  • Providing feedback nd critique on art and design
 
Summer 2011 - Summer 2012
Austin, TX
BioWare, Austin
Environment Tools QA Embed - Star Wars: The Old Republic
  • Working alongside other embeds in the management of the QA tools department
  • Identifying, documenting and regressing bugs in DevTrack
  • Working with environment artists and tools developers
  • Testing and documenting new tools and features
  • Writing test cases for development tools and the HeroBlade engine
  • Building repositories and automated test cases in automation software
  • Training QA tools hires on the HeroBlade engine
  • Creating training documentation and wiki articles on in-house tools and the HeroBlade engine
  • Creating and editing world spaces in the HeroBlade engine
 
Fall 2010 - Spring 2011
Eureka, CA
Healthware/Intermedix - Express Personnel
QA Tester
  • Creating test cases for import into software
  • Documenting bugs in Jira
  • Documenting in-house QA processes
  • Using selenium to create automation scripts
 
2008-2009
Chico, CA
Campaign of '63' - Mutant Entertainment
Freelance Game Artist
  • Created UI elements
  • Character portraits
  • Company mascot & game icons
 
2005-2006
Chico, CA
Lifetouch National School Studio
Digital Retouch Assistant
  • Retouching photographs using Adobe Photoshop
  • Color correction
  • Scanning film & printing
 
2007-2012
San Francisco, CA
Game Developers Conference
GDC Conference Associate
  • Assisting conference attendees & monitoring sessions
EDUCATION
2010
M.A. Interdisciplinary Studies: APCG, California State University Chico
 
2005
B.S. Applied Computer Graphics, California State University Chico
 
2002
A.A. Social Sciences, Humanities & General Education, College of the Redwoods
PROJECTS
2006-2010
Graduate Thesis- The Art of Preproduction: From concept to computer
  • Creating 60 custom models and over 200 textures
  • Producing a stand alone modification for Oblivion in TES: Construction set
  • Producing a 60 page paper and four tutorials on texture creation
  • Testing tools, content, and plug-ins for TES: Construction set and 3DS max
  • Researching and installing tools created by the Oblivion modification community
 
2008-2009
D.A.V.I.S.
Senior Texture Artist/Concept Artist/Game Designer
  • Produced textures, models and concept art on-demand
  • Critiqued student textures & taught texturing techniques
  • Member of six person creative team tasked with designing D.A.V.I.S.
  • Placed assets within UT3 maps as needed
  • Produced all in-game UI graphics
 
2007-2008
High Noon
Senior Texture Artist/Concept Artist/Creative Consultant
  • Created detailed textures on-demand for high priority in-game assets
  • Provided on-demand concept art & images for in-game cinematics
  • Assisted with design & story of game
  • Critiqued student textures & taught texturing techniques
 
2007
Alpha Lounge
Lead artist/Game Designer
  • Art style research & implementation
  • Generating concept art & final vectorized in-game assets
  • Collaborating with a team of four to design a game from paper prototype to digital release in 15 weeks
 
2009
Aero Empire
Texture Artist
  • Creating detailed textures for models created by other team members
  • Creating normal maps from textures
  • Creating tiling textures for in-game environment
  • Following an established art style