Emily Compton
Long Island City, NY, USAI am a generalist Maya artist with a concentration in modeling for real time rendering or video games. Although my education was primarily focused on classical 2D animation, I became enamored of 3D art in my senior year of college, and pursued that artistic career path with happy enthusiasm. Since then, I have gone on to lend my skills to numerous game development projects, most recently as an artist for the Indie studio Windy Games. My skills in organization, my ability to communicate creative ideas, and my commitment to fostering a cohesive aesthetic for the project have helped me bring a team of talented artists with their own unique styles together to create a beautiful finished work. I love animation and storytelling in all of its forms, and hope to continue working in the industry for years to come.
Work Experience
Windy Games
Lead Artist
• Provide all the 3D art assets and animations for a Unity-based adventure game.
• Work with the engineering team to develop UI elements.
• Character and environment design and creation.
• Work with the engineering team to develop UI elements.
• Character and environment design and creation.
May 2016
- Present
New York, United States
What Pumpkin Studios
3D Animator
• Storyboarded and animated cinematic cutscenes for an adventure game based on a popular comic property.
• Provided all the in-game animation for one of the main player characters.
• Developed a rigging pipeline for character animation.
Titles:
Hiveswap
• Provided all the in-game animation for one of the main player characters.
• Developed a rigging pipeline for character animation.
Titles:
Hiveswap
November 2014
- August 2015
New York, United States
Muse Games
Senior Artist
• Worked with a small team of developers creating PC games using the Unity engine.
• Founder of the art department, heavily involved in all stages of the production pipeline.
• Created many of the concepts, models, textures, rigs, and animations used in each game.
Titles:
Guns of Icarus Online (2012) - UI/UX Design, Conceptual Development
Creavures (2010) - Art Director
Flight of the Icarus (2009) - Lead Artist
• Founder of the art department, heavily involved in all stages of the production pipeline.
• Created many of the concepts, models, textures, rigs, and animations used in each game.
Titles:
Guns of Icarus Online (2012) - UI/UX Design, Conceptual Development
Creavures (2010) - Art Director
Flight of the Icarus (2009) - Lead Artist
January 2009
- November 2014
New York, United States
Sosauce
Virtual World Character Designer
• Oversaw and participated in the building and designing of an experimental browser-based virtual world and 3d chat client.
• Created multiple environments, fashions, animations, and accessories with which the user could customize their 3d avatar.
• Created multiple environments, fashions, animations, and accessories with which the user could customize their 3d avatar.
June 2007
- January 2009
New York, New York, United States
Animation Collective
Production Intern
• Worked with the production team for “Princess Natasha” and “SQWOD,” animated web content and children’s
• Television programming for AOL – Time Warner. Duties included storyboard organization, introductory layout
• Work in Flash (SKWOD), and comic editing (Princess Natasha).
• Television programming for AOL – Time Warner. Duties included storyboard organization, introductory layout
• Work in Flash (SKWOD), and comic editing (Princess Natasha).
June 2005
- July 2005
New York, New York, United States
Education
New York University
BFA Film and Television
September 2003
- May 2007
New York, New York, United States
Languages
English (Native),
Japanese (Fluent),
Skills
HTML,
3D Coat,
Adobe Creative Suite,
Art Rage,
Blender,
C#,
ComicStudio,
Creative Writing,
CSS,
Japanese Translation,
MAYA,
Python,
Unity,
Web Design,
ZBrush,