Logan is an accomplished 3D and 2D Artist and Animator based in Edmonton, Alberta. Since 1999 Logan has contributed to the art and production design & development for games and digital media on dozens of original IP and contract games and animation projects.
Outside of his normal work duties, Logan also contributes as a private beta tester for art content creation tools, has spoken at several independent game development festivals and events on the topic of art production and games development, and in 2009 helped co-found and continues to help run GameCamp Edmonton/IGDA Edmonton, an industry organization whose goal it is to help further advocate and network the game development industry in Alberta.
• Responsible for the consistency and quality of the visual components is met with each release by leading the art team and collaborating with various disciplines on the project.
• Established art standards and visual guides to help our production team ensure consistency and efficiency in its work
• Researched and implemented new tools, techniques and technologies to enhance our efficiency and quality.
• Art content creation: concept art, 3D and 2D art assets, textures, animation, UI/UX art and design, level design, VFX (particles, lighting, and post process settings), exporting, and providing in-game enhancements and optimizations
• Brought in to help the team meet its final push towards its deadline with Nintendo.
• Contributed to creation of new and updated of existing art, to meet with style guides and established art consistency through 3d modeling, UVs, texturing and exporting of these assets into the game engine.
• Worked with the team’s Technical Artists to optimize various existing art and game levels for better performance.
• Collaborated with the studios designers/directors, animators, lighting, TDs and programmers to ensure that all criteria for my tasks were met or exceeded.
• Through my management and leadership I “Leveled up” Fluik’s art production team: increasing efficiency, quality and enhancing various work flows within the studio. Producing 14 shipped mobile products during my time.
• Established art standards and provided training to my art team through my leadership and expertise.
• Researched the viability of new tools, technologies and techniques to use for our productions.
• Provided estimation and planning of art tasks for projects.
• Recruited and hired new staff to join our team.
• Was the designated lead with regards to communicating and collaborating with other disciplines within the studio.
• Created various 3D and 2D art assets (modeling, texturing, rigging, skinning, retopolization/clean-up, animation)
• Performed Technical Art duties such as in-engine setup, VFX, optimizations and tool development.
• Supervised and created various still, print, animated and video marketing materials.
• Daily management and optimizations of our data, spend, ads and interstitials. Optimized our installs vs CPI on ad networks.
• Recruited by the studio’s Art Director to work on serious game projects for various large corporate clients.
• Established the standards and consistency in my team’s work through my leadership, training of new skills and techniques, and creating the first set of art standards for the studio.
• Created various 3D and 2D art assets (modeling, texturing, UI/UX, retopolization/clean-up, skinning, rigging, and animations, VFX), in-game setup, optimization of art assets for performance, and video editing and production.
• Involved in the research into various tools and technologies that we would utilize.
• Involved in the hiring of new artists for the studio.
• I joined and soon became a part owner of due to my devotion, dedication and passionate involvement in the projects that we created.
• Helped the studio grow from a dream into a full-time reality, producing over a dozen original IP and client based games for a variety of platforms.
• Working at an independent studio from its startup years and beyond required that I was a versatile and robust 3D and 2D artist, enabling me to pivot to best meet the next project in regards to the creative and technical requirements.
• For these products I would typically provide: concepts, 3D modeling, animation, skinning, rigging, UVs and 2D textures; technical artist fixing art related problems and providing optimizations; level design and layout; UI/UX; and the creation of various PR and marketing materials for stores and shows.
• Lead the art team on the production of over a dozen PC and mobile projects.
• creation and maintenance of art standards; research on tools and technologies; planning, estimation and project management of various projects that we worked on; and lastly working with other disciplines within our studio to ensure that the goal and vision of the project was met on time and on budget.
• Assisted in business and development planning including game design, budgets, planning and production management of projects.
2016 - "100ft Tall Robot Golf" for No Goblin- 3D Artist
2015 - DragonWars & WWE Whiplash for KungFu Factory and Max Gaming Tech - UI/UX and 2D Artist
2012 Character Artist “MDK2 HD” For Beamdog - 3D and 2D Artist
2011 “Komatsu Front End Loader” for Serious Labs – 3D Artist
2011 Character Animations “Ensign” for Serious Labs
2010 Gecko Interface and Game Creation for eQube Technology & Software Inc. - Game design, 2D artist and UI/UX
2009 TorquePowered - Character Animations.
2009 TorquePowered - “GDC Lighting Demo” – 3D Artist, Level Design, Beta Tester
2008 Gaslight Games - Character Animations.
2008 eQube Technology & Software Inc. – 2D Artist, UI/UX and Game Design
2005 to 2006 Trophy Bass for 21-6 Productions – 3D Artist, Technical Artist
2004 to 2005 Dimenxia Q1 for for 21-6 Production & Tabula Digita – 3D Artist, Textures, Animations
2003 Grav Rally for 21-6 Productions. – 3D Artist, Animations, Technical Artist
• Provided game design, 3D and 2D art, and UI/UX for over a dozen causal gambling games.
• Created various tradeshow and marketing materials for government stakeholders.