Ed Trillo

6688 Whitley Terrace | Los Angeles, CA 90068

H: 323.512.3838 | C: 818.636.8749 | E:

OBJECTIVE

To continue my career as an Art Director/Creative Director with opportunity for growth.

PERSONAL PROFILE

· Experienced in creating/managing outsourcing pipelines for video game art.

· Have many strong personal and professional relationships with key personnel at art outsourcing companies worldwide, and understand that landscape very well.

· Successfully introduced art outsourcing to numerous game development studios, allowing teams to view art outsourcing in a positive and constructive light.

· Detail conscious in 3D art production with proven abilities to lead teams to reach high quality goals.

· Proficient in Maya, Adobe Photoshop, Web Development, and other game development tools.

· Completed 40 hrs (PMI Certified) PMP Project Management Training course

PROFESSIONAL EXPERIENCE

Sept 2006 - Aug 2008 Vivendi Games

Art Director, VGO (Vivendi Games Outsourcing)

Helped establish the Vivendi Games Outsourcing group (VGO), focusing on augmenting the art development pipeline between VG’s studios and external game production vendors worldwide. Duties include working with internal and 3rd party studios, identify their art production needs, then find an external partner who could match and often surpass their quality benchmarks. This was accomplished by sometimes working closely with the external studio’s art director and leads to help them create artwork that would surpass the VG team’s expectancies.

Also helped on various design and art tasks on Timeshift, such as art directing the main character suit design, UI design , weapon scope designs, and improving the global look of the 3D environments by creating a best practices/design document for the developer’s artists.

Feb 2005 – Sept 2006 THQ, Inc. / Heavy Iron Studios

Art Director, XDG

Helped establish THQ’s XDG (External Development Group) which ran and managed the publisher’s outsourcing pipeline. Worked closely with Art Directors and creative teams of many of THQ’s 15 internal studios to help create and streamline their art outsourcing process. This was done by evaluating the needs of the studios and matching them with the right talent externally. Also dealt with external vendors to vigorously test and evaluate their art production, both aesthetically and technically.

Also lead a small team of artists at Heavy Iron to create 3D environments for The Incredibles II: Rise of the Underminer.

Apr 2003 – May 2004 Vykarius Inc

Creative Director

Managed a team of artists both stateside and in China to create real-time content for PC and console games, as well as FMV's. Credits include Midway's The Suffering, as well as content seen in Activision's Deadrush, and EA's Lord of the Rings, Return of the King. Duties also included training staff on creating better texture maps, animation and modeling.

Oct 1997 - Apr 2002 Sony Development / Hyper Entertainment

Senior Lead 3-D Artist / Animator

Worked closely with renowned artist Jean “Moebius” Giraud to create all the real-time 3D environments, vehicles and texture maps used in the location-based attractions Badlands I and Badlands II for the Sony Metreon (San Fransisco) and Mediage (Tokyo, Japan). Also had a major role in game design for the above games.

Sept 1996 - Sept 1997 Squaresoft

Senior 3-D Artist / Animator

Focused on creating detailed character animation for FMV (full motion video) sequences on Squaresoft’s epic title, Parasite Eve. Duties included hand-animation, modeling and texturing of hi-res and real-time characters.

Aug 1995 - Aug 1996 Mission Control Entertainment

Senior 3-D Artist / Animator

Developed original 3D design for Fishman and Pig, The Jackal, The Voodoo Animated Doll, and Dreamworks SKG’s Cooper McQue Breaks Through.

Feb 1994 - Aug 1995 Disney Interactive, Glendale, CA.

3-D Artist / Animator

Pioneered the 3D animation department, working closely with the traditional illustrators and animators to produce Disney quality art and animation for Gargoyles and Maui Mallard.

Apr 1993 - Jan 1994 Interplay Productions, Irvine, CA.

3-D Artist / Animator

Was the first 3D artist hired at Interplay. Worked on 3DS 4.0 (which I learned on-site), and created many of Interplay’s first 3D assets for games such as Sim Ant 3D, Descent to Undermountain and Out of This World for the 3DO console.

Professional References available upon request.