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Anthony Rivero
Anthony Rivero
Visual Designer @ Google
San Francisco, United States of America

Summary

Almost 20 years deep in the field of game development. Specializing in character art for most of that time, both 2d and 3d.

Skills

Art DirectionConcept ArtIllustrationCharacter ModelingTexturing

Software proficiency

Maya
Maya
3DCoat
3DCoat
ZBrush
ZBrush
Photoshop
Photoshop
Keyshot
Keyshot
SketchBook Pro
SketchBook Pro
3ds Max
3ds Max
Unity
Unity
Substance Painter
Substance Painter
Mudbox
Mudbox
NDO
NDO

Productions

  • Tome immortal arena
    • Video Game
      Tome: Immortal Arena
    • Year
      2014
    • Role
      Lead Character Artist
    • Company
      Kixeye
  • Diablo iii
    • Video Game
      Diablo III
    • Year
      2013
    • Role
      Senior Character Artist
    • Company
      Blizzard Entertainment
  • Lair
    • Video Game
      Lair
    • Year
      2007
    • Role
      Character Artist
    • Company
      Factor 5
  • 2919 front
    • Video Game
      Diablo 2: Lord of Destruction
    • Year
      2001
    • Role
      Lead Character Artist
    • Company
      Blizzard Entertainment
  • Diablo ii coverart
    • Video Game
      Diablo 2
    • Year
      2000
    • Role
      Character Artist
    • Company
      Blizzard Entertainment

Experience

  • Character Artist at Sony
    San Mateo, United States of America
    April 2016 - Present

    Working in the R&D department on some very cool undisclosed stuff.

  • Senior Concept Artist at Ignited Artists
    San Francisco, United States of America
    March 2015 - October 2015

    Concepted characters for an unannounced mobile title designed to run on lower end mobile specs.

    Created splash art.

    Wrote best practices and technical requirements documentation for character art production.

    Created model sheets for outsourcers.

  • Lead Character Artist, Lead Artist at Kixeye
    San Francisco, United States of America
    July 2012 - February 2015

    Lead Character Artist - Tome:Immortal Arena

    Revamped the creation of all character assets on Tome: Immortal Arena to help unify the look of the characters and help them read better from an isometric camera.

    Introduced hand painted texturing techniques that still worked well with more modern shader pipelines in Unity. Struck a good balance between the two.

    Working with my Creative Director and Art Director, I provided art direction on character concepts and in-game character assets, as well as produced character concepts and in-game art.

    Facilitated team communication with the Principle Graphics Engineer to implement shader improvements that were efficient, including developing cheap ways to create new looks for existing skins.

    Created best practices and guideline documentation for the character team.

    Worked with project management to structure and execute on sprint roadmaps.

    Lead Artist - Cancelled Browser Based RTS

    Responsible for the production of all art assets, including environment and characters.

    Under the Senior Art Director, I provided art direction, concepts, low poly models, and texturing.

    Worked with graphics engineer and techart lead to implement an art pipeline within Unity.

    Mentored Junior Artists.

    Worked with outsourcers for the production of environment assets, which involved creating proper documentation for them to follow in order to facilitate keeping assets clean and consistent, and at the highest possible quality without too much rework.

    Provided solutions to game design for visualizing technology upgrades on the characters and buildings.

    Worked with project management to structure and execute on sprint roadmaps.

  • Senior Character Artist at Blizzard Entertainment
    Irvine, United States of America
    August 2006 - February 2012

    I worked at Blizzard Irvine on Diablo 3 as a Senior Character Artist.

    Concepting, modeling, and texturing were my main duties, with an emphasis on modeling and texturing.

    Led development of the character pipeline and methodologies when the project was in its infancy at Blizzard North.

    Localization of character assets.

  • Character Artist at Factor 5
    San Rafael , United States of America
    January 2005 - January 2006

    Modeled and textured various characters and creatures for the Sony PS3 game Lair. I worked alongside some of the most talented artists in the industry.

  • Artist, Lead Character Artist at Blizzard North
    San Mateo, United States of America
    December 1998 - August 2005

    Concept art, modeling, texturing, rigging, animation and of character assets and weapons. Oversaw character asset production.