Lee Dotson

Skills

 Art Direction,  Systems Design, Production & Team Management, Blueprint Scripting, UX Design, Technical Art Direction, and a full range of art asset creation skills.


EXPERIENCE

Pocketwatch Games — Art Director

Feb 2022- Present

Monaco 2

  • Created interactive UX mockups of demonstrating the flow from the main menu, narrative hub, mission selection, and in-game HUD using Figma.

  • Created animatics to visualize gameplay concepts, UI flows, and storytelling methods.

  • Created animatics for cinematic sequences.

  • Built an internal art team from the ground up.

  • Provided direction for all visual assets to ensure they worked from an aesthetic and gameplay perspective. (Characters, Environments, UI, VFX, etc.)

  • Managed relationships with external art production partners covering in-game asset creation and branding materials.

  • Regularly met with publishing partners to review milestone deliverables and devise revision plans based on player feedback on milestones.

  • Created various prototypes and example assets to demonstrate both style and workflow approaches.

  • Collaborated with our design and engineering leads to develop a system for skinning voxelized level data with artist-created meshes. 

  • Provided prototypes of custom nonphotorealistic lighting systems and worked closely with our engineers to ensure they were implemented to spec while also accommodating our tight performance considerations.

  • Designed a dynamic color palette system that ensures all art assets can be thematically blended in procedural environments. This system also allows for items to be color-corrected based on type and importance for categories such as Players, Enemies, Collectables, Mission Objectives, etc.

  • Created character concepts and polished game assets as needed to support our internal team.

  • Motion capture directing and clean-up for use with in-game animations and cinematic animations..

  • Recruited and managed writers and voice actors to work on our in-game and cinematic story content.


Harebrained Schemes— Art Director

June 2020 - December 2021

Unannounced Horror Game

  • Created animatics to visualize gameplay concepts, UI flows, and storytelling methods.

  • Created flow charts to visualize approaches to combat design that were under consideration.

  • Worked closely with the UX lead to create in-game interfaces that reinforced the tone of the game while clearly communicating gameplay information.

  • Collaborated with the Game Director and Narrative team to establish an eye-catching art style that met the project's narrative tone and gameplay needs.

  • Managed engineers responsible for creating in-house narrative tools and a cinematic combat system.

  • Provided direction and feedback for all visual assets (Characters, Environments, UI, VFX, etc.)

  • Screened and interviewed candidates across all disciplines for staffing up our team.

  • Developed custom shaders and worked with engineers to expand Unity’s URP to support a custom lighting model that matched our desired art style.

  • Collaborated with artists and designers to spec out production pipelines for animation, level design, ui flow, cinematics, and a modular character system that found the best compromise between design, art, production, and engineering needs.

  • Created prototype VFX, Character model, and Environment assets to demonstrate both style and workflow approaches.

  • Worked closely with our Narrative team to create concepts for characters and environments.

Adecco (on-site at Google MTV) — Senior Technical Artist

June 2019 - April 2020

Launched Demos: Chimera, Verbworld

  • Worked on-site with the Stadia Advanced Research Team coordinating and overseeing the art production on multiple projects.


Project Chimera: 

  • Teamed with ML engineers to design and implement a pipeline for creating AI generative game art.

  • Created a custom dataset that paired renders of animal models from an unlimited range of camera angles, lighting conditions, and environments with segmentation maps via blueprint scripts in UE4.

  • Created shaders that composited and post-processed the ML-generated creatures with separate ML-created environments and UI elements, ensuring a cohesive appearance.

  • Created UI elements for the gameplay demo.

  • Created and maintained production documents to communicate the evolving workflow to both internal and external partners.

Project Verb World:

  • Collaborated with the Project Lead to create an appealing, accessible aesthetic that fit our time and budget constraints.

  • Art directed and oversaw the production of all other art assets (animation, exterior props, etc.).

  • Created various models, shaders, and scripts as needed to support the project such as weather systems and materials that changed based on semantic ai inputs.

Massive Black, San Francisco, CA — Technical Director

(contract working with Google ATAP)

Shipped Titles: Truckstars AR, Nightenfell AR

May 2017 - April 2019

  • Art directed and set asset creation standards for all 3D assets produced for various AR projects.

  • Coordinated asset production between external artists and multiple development teams spread out across the country (Mountain View, Seattle, Austin, and Pittsburgh).

  • Directly contributed to creating 3D Assets, Shaders, Textures, UI, VFX, and UI Elements.

Inxile Entertainment, New Orleans, LA — Art Director

Shipped Titles: Mage’s Tale VR

Other Contributions: Bard’s Tale IV

November 2015 - May 2017

  • Managed a multidisciplinary team of artists across multiple studios to produce a visually rich and engaging RPG that also met Oculus’s strict 90fps performance requirements. 

  • Researched techniques and implemented best practices for producing high-quality and performant visuals in UE4's implementation of VR. 

  • Researched and prototyped various approaches for communicating various gameplay systems in VR.

  • Served as the 'Art Dad', helping to mentor and guide junior artists on how to best work in a collaborative environment and achieve long-term goals.

  • Collaborated with Designers, Engineers, Producers, and Narrative staff to ensure that all art production met the projects’ needs and timelines.

  • Provided technical and artistic style guides to provide artists with a clear framework to work from while empowering them to bring their expertise to projects.

  • Contributed directly to creating various assets as needed (Concept Art, VFX, Cinematics, Level Layouts, Scene Lighting, marketing materials, etc.).


Limbic Software, San Francisco, CA — Art Director

Shipped Titles: Tower Madness 2, Zombie Gunship: Arcade

Other Contributions: Zombie Gunship, Zombie Gunship: Reality, Nuts!, Other internal unshipped projects.

May 2012 - July 2014

  • Defined and maintained the visual style of multiple projects across various genres. 

  • Produced concept art, models, textures, and fx for all ongoing and new properties. 

  • Collaborated closely with programmers to design UI mockups and final implementations for all gameplay systems.

  • Managed external artists to ensure timely delivery of all assets with adherence to visual and technical specifications. 

  • Provided marketing assets for use with app store and social media promotions. 

  • Storyboarding, video editing, and post-production for animated and video trailers. 






Zarksoft, San Francisco, CA — Co-Founder, President, Design Lead

Shipped Titles: Empire of the Eclipse

March 2010 - July 2012

  • Designed and balanced all major systems for an online 4x strategy game. (Skill design, tech trees, combat resource balancing.)

  • Responsible for all UX design focusing on delivering the high information density needed in the 4X genre in a format that was easily readable on small mobile devices and easy to use with a touch interface. 

  • Served as the contact point for press outlets and external partners.

  • Established the visual style and produced all art assets for EotE.


Cryptic Studios, Los Gatos, CA — Art Director

Shipped Titles: Star Trek Online

January 2009 - March 2010

  • Grew the art team from 12 to 32 artists over a one-year period to meet our tight launch goals.

  • Oversaw the day-to-day production of all art on the project, balancing the need to give individuals ownership of their work while maintaining a consistent aesthetic vision across the entire project.

  • Designed and balanced the combat system and technology trees.

  • Mentored and grew the skills of both junior and senior art team members across all disciplines. 


Flagship Studios, San Francisco, CA — Art Lead

Shipped Titles: Hellgate:London and ongoing content

(Positions held, Character Artist, Character Outsourcing Manager, Art Lead)

May 2005 - July 2008

  • Coordinated with Designers and Producers to create content creation schedules for ongoing content once the game went live.

  • Worked closely with design and engineering to create new character skills and pick up items.

  • Set standards and oversaw the production of art assets for both internal artists and external teams located in the United States, China, and Korea.

  • Created character models and textures for use with Hellgate’s modular wardrobe system.

  • Created concept designs for armor sets, monsters, and NPC characters.


Epic Games, Raleigh, NC — Senior Artist

Shipped Titles: Unreal Championship 2

Other Contributions: Unreal Tournament 3

May 2002 - July 2005

  • Created character models and textures

  • Character concepts

  • FX creation

  • Lighting for in-game cinematics

  • Regularly performed a comparative analysis of various weapons and skills to help with the game’s balance during our regular design discussions.

Blizzard Entertainment, San Mateo, CA — Artist

Title Contributions: Diablo 3, Unannounced Title.

March 2001 - April 2002

  • Character modeling and texturing

  • Character concepting

Ionstorm, Dallas, TX — Artist

Shipped Titles: Anachronox

January 1998 - March 2001

  • Character modeling and texturing

  • Character concepts

  • FX

  • 2D UI Elements for Minigames

EDUCATION

Massive Black Atelier — Classical Realist Oil Painting & Concept Design

SMART School / Illustration Master Class — Illustration

AWARDS

Multiple features of illustration work in the Spectrum Fantasy and Sci-Fiction annual.