
Taylor Wright
I believe people work hardest on what they’re passionate about. That’s why I’ve paired my talent and education in Graphic Design with my alacrity and knowledge of Technology. I’ve established my career around bridging the space between Artist and Engineer to build engaging and nuanced experiences that entertain and delight users.
Prior to moving into the game industry—in pursuit of a life-long passion as a gamer—I was a creative technologist in web and advertising for a decade. I’ve had the opportunity to work on some incredible projects and teams, which has continually kept me encouraged and excited about the work I do.
I’m always looking for new challenges and opportunities to learn and grow. Moving forward I’d like to work on AAA titles as a Technical Artist focusing on User Interfaces. I’d love to learn more programming languages (C++, Objective-C, Python) and use tools like Scaleform. More than anything I want to be part of a team that creates the same types of worlds and experiences that I love as a gamer.
Specialties
Skills:
Creative problem solving, Working with teams, Acting independently, Learning new technologies, Object Oriented Programming, Version control
Technologies:
ActionScript (AS3 & AS2, PaperVision3D, casalib, Gaia, etc.); Adobe Creative Suite (Flash, After Effects, Photoshop, Illustrator, InDesign, Flex, Catalyst); HTML (CSS, JS, JQuery)
Interested in exploring:
Scaleform, C / C++ / C# / Objective-C, Max / MSP & Jitter, Processing, Data visualization, Developing generative city systems
Client List
Electronic Arts (Pogo); Idle Games (Idle Worship); Odopod (Nike Soccer, Nike Skateboarding, ClifBar); California College of the Arts (Sputnik, Laika); Civil Engine (Avid, Wind River, Chez Gautier); Euro RSCG SF (Visa, Wells Fargo, Barclays); Cabbage Design (GameSpy, Camelbak, Silversteep) Stamen (Patron, ClifBar); Anderson-Brulé Architects; Pixel Chick Studios; Bluxome Photography
Experience
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Rockstar Games - San Diego
UI Developer
July 2011 - Present
Living the dream.
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Electronic Arts / Pogo
Interactive Designer & Prototyper
May 2010 - June 2011
Design & Prototyping responsibilities include concepting, design (static, motion, interactive) and production of both game and feature projects. Technical Artist working as a strong liaison between art and engineering teams to develop effective pipelines, resolve problems, and help enable teams to deliver more compelling work. Responsibilities also include forging into new technologies (Unity, iOS, Flash Catalyst, etc.) and helping teams understand and acclimate to them. This has been accomplished by running training sessions, writing process documents and one-on-one assistance.
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Idle Games
Flash Developer & Designer
Feburary - March 2010
Responsibilities included motion design and production of UI.
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the redlamp organization
Creative Technologist / Chaosmonaut
May 1999 - Present
Over a decade of experience as a freelance designer & developer. Continually taking on and adapting to new and changing technologies; primarily focusing on—but not limited to—Flash. The “redlamp” moniker has acted as a title for professional, academic and personal work ranging from extremely boring corporate web banners to generative poster designing systems to room scanning robotic art installations. New challenges are fuel.
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odopod
Junior Flash Developer
December 2006 - June 2007
Worked as part of the dev team on award-winning web sites at one of the most talented web and advertising agencies around. Responsibilities included working with designers to help enhance and realize design comps moving through development, adding subtlety and nuance by personally attending to motion and interactive design. Another key responsibility was learning quickly and acting on knowledge from exceptional senior dev team.
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Euro RSCG San Francisco
Flash Developer
January - May 2006
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Making Things
Intern
Summer 2005
Solder Jockey, Janitorial Services
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Stamen Design
Intern
Summer 2004
Flash Production, Janitorial Services
