Albert Carranza
Albert Carranza
Visual Development Artist / Instructor
Los Angeles, United States of America

Summary

I am a professional working in the entertainment industry for the last 10 years. Projects include the upcoming release of Skullgirls Mobile, League of Legends, Dungeons & Dragons, Thor, Bag it, Tic Tactics, and a few yet to be released mobile titles. Prior to video games I was a freelance artist where I had an opportunity to work on several different types of projects including graphics for toys, magazine illustration, motorcycle apparel, medical guides, commercials and television shows, gallery work, and my own Apparel Line.

Due to my curiosity and incessant drive to ensure the quality of projects I work on, My capabilities are broad and include illustration, concept design, 3D, texturing, graphic design, UI, animation, drawing and painting.

I love what I do and I do my best to bring that love to everything I touch.

I graduated from Art Center College of Design in 2001 BFA with Honors in Illustration.

Skills

IllustrationConcept Art3D ModelingTexturing

Software proficiency

Photoshop
Photoshop
Illustrator
Illustrator
Maya
Maya
Modo
Modo
ZBrush
ZBrush
Unity
Unity
Procreate
Procreate
SketchBook Pro
SketchBook Pro

Experience

  • Instructor at Gnomon
    Hollywood
    October 2016 - Present

    Educate art students in the principles of game design and the impact this has while creating appealing art. Instruction was given via lecture, demonstration, and critique. Curriculum designed to expose students to all facets of art for game development equipping them with the ability to visualize the art for their own gameplay prototypes.

  • Principal Artist at Hidden Variable Studios
    March 2011 - Present

    While at Hidden Variable, my role has been that of Artist Lead. I am the sole artist on the team and am responsible for all aspects of development including pre-production art, production, pipeline, and overall quality.

    Threes (2014) iOS, Android, XBOX One. Assisted in Android and Xbox One Ports through analysis, ui optimizations, and creation of various assets. Integrated Localization.

    Tic Tactics (2013-14) iOS and Android. Established the Visual Design direction, created benchmark assets, and developed all art related production assets for the project including Ui layout, iconography, VFX, gameplay, animation, and marketing materials.

    Unreleased Game (2013) iOS and Android. Established the Visual Design direction. Developed all art related production assets for the project including characters, environments, props, VFX, Lighting, and animation.

    Bag It! (2011-12) iOS and Android. Established the Visual Design direction through, created benchmark assets, and developed all art related production assets for the project including characters, environments, Ui design, art, and iconography, VFX, animation, marketing materials, and integrated localization.

  • UI Artist at Liquid Entertainment
    May 2010 - March 2011

    My role was to create concept and final UI assets for their current projects. My responsibilities grew and I lead a small art team. Working with the art director, I established the visual design direction creating benchmark assets of characters, environments, props, and Ui.

    Thor (2011) Xbox360/ PS3. Created concepts, production assets, and flash animations for in game HUD of Marvel Comics Action Game.

    Dungeons & Dragons: Heroes of Neverwinter (2010) Facebook Game Developed characters, environments, props, production assets, and flash animations.

    DayO for iOS. Release Date Spring 2011.

    Responsibilities included Visual Aesthetic and Art Assets.

  • Game Artist at Riot Games
    January 2007 - November 2009


    I was the third member of the art team at the company’s infancy. I was part of the core team that carried the game from early prototype to gold release. I came in as a generalist and had several roles to fill that were critical to the project.

    League of Legends (2009)

    I was the third member of the art team at the company’s infancy. I was part of the core team that carried the game from early prototype to gold release. I came in as a generalist and had several roles to fill that were critical to the project.

    League of Legends (2009)

    Developed character concepts for several playable Champions including Alistar the Minotaur, Warwick the Hungering, Morgana Le The fallen Angel, Ashe the Bowmaster, Voidwalker, Tibers, Cho'gath, Garen, Chronokeeper, and the Golem and Dragon NPC's. I was also responsible for final character turnarounds and color keys for the character pipeline.

    Developed layouts and painted final in game HUD and iconography assets.

    Developed Client menu concepts and final art for Login, Store, Game Lobby, and Character Select Screens.

    Created spell visual fx for Tryndamere, Warwick, Sion, Fiddlesticks, and Ashe.

    Modeled and Textured various 3D environment production assets including buildings, foliage, and floor textures for Summoners Rift Map.

    Reviewed and Polished Outsourced Character Assets.