Audrey Cox Email & Phone Number
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Who is Audrey Cox? Overview
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Audrey Cox is listed as Principal Design Lead, UGC at Rec Room, a with 349 employees, based in Redmond, Washington, United States. AeroLeads shows a work email signal at againstgrav.com and a matched LinkedIn profile for Audrey Cox.
Audrey Cox previously worked as Design Lead, UGC Logic at Rec Room and System Designer, UGC at Rec Room. Audrey Cox holds Aaa 3D Animation, Art And Animation, Valedictorian from Digipen Institute Of Technology.
Email format at Rec Room
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About Audrey Cox
Systems designer at RecRoom, leading the UGC Logic team
Listed skills include 3D Studio Max, Photoshop, Pipeline Development, Modeling, and 21 others.
Audrey Cox's current company
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Audrey Cox work experience
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Design Lead, Ugc Logic
Current* Designed, shepherded, shipped, and iterated on numerous features for use within Rec Room's Circuits system, supplying fundamental building blocks for large-scale, professional-quality projects created by other internal teams. After rigorous internal usage, feedback and iteration, these features ship into the wider ecosystem for our creators to use* Used engagement data to identify places where Circuits was failing to produce good play experiences, and addressed those failings with targeted designs. When these designs required the involvement and expertise of other teams, I spearheaded a goals-driven initiative to achieve alignment and shared excitement, and this initiative is now nearing successful completion * Partnered with the creative director in redesigning the game's object model, thinking through the ramifications of changes to enormous and interconnected systems & the integration of Logic with objects, documenting and iterating on the system design and communicating it both up and down. I led the design during implementation, working directly with devs to provide quick responses as we navigated the obstacles encountered along the way* Guided the evolution of the Circuits as RecRoom transitioned from having a UGC team to being a UGC company, taking a directorial role in cross-company Circuits features and helping other designers produce powerful, hygienic and intuitive additions to the Circuits system
System Designer, Ugc
* As a systems designer on what would become the Logic team, worked with other designers to establish foundational rules upon which to build Rec Room's Logic system, Circuits, and helped manage the early development, launch, and player communications.* Worked to identify gaps in the system and address them with high-value features, owning projects through to ship, monitoring adoption of Circuits during the transition from the previous system, and taking care to maintain backwards compatibility for the tens of thousands of rooms that had already been made* Designed logic UX and features through the lens of creator personas of different skill levels to ensure that Circuits is not just useful for those who can already program, but also serves as a way to learn the fundamentals
Lead 3D Artist
* Created low-poly, hand-painted character and environment assets with strong stylization, helping to evolve and strengthen the art style across the game* Executed level design, environmental storytelling, and some amount of art direction for numerous game experiences within Rec Room, including the implementation of assets, environment lighting with both baked and real-time systems, and optimization for cross-platform performance* Owned and championed numerous new initiatives which straddled the boundaries of art and technical design, including poseable headwear, delightful consumable food items, and workflows to convert hundreds of existing avatar pieces from static proportions to customizable face and body shapes, upon which later tools could be built* Provided concept art for avatar items on a tight timeframe, balancing polish with effective communication, matching style and injecting the designs with humor and whimsy* Established the visual language of our creator-facing Logic system, balancing the app's art style with industry conventions for visual scripting languages, and ensuring that shape language enables creators to intuit function at a glance* Hired and mentored junior artists, providing guidance with feedback and paintovers, as well as teaching the fundamentals of Unity implementation and source control
3D Artist
* Games worked on: Smash Squad and several prototypes/unannounced games* Built, textured and lit eight thematically-unique arenas for Smash Squad with limited concept art* Assembled 2.5d campaign maps and animated both sprites and 3D assets to bring them to life* Almost solely responsible for internal 3D work for mobile titles, as well as some fx and sprite animation* Aided several teams with pipeline development and tools exploration, creating art for several prototypes and driving performance testing* Ensured mobile-friendly light baking, performed extensive optimization work, and handled asset management in Unity, including the design of a comprehensive naming schemes to ensure smooth organization over the life of the project* Created a set of modular terrain, working closely with engineering and design to ensure that all needs were met
Game Artist Ii
* Games worked on: The Unmaking, numerous prototypes, one unreleased project* Created and re-topologized high-poly sculpts in Z-brush and Topogun for high fidelity cloud rendering* Generated sprites from 3d models for a custom GPU instancing strategy that allowed for hundreds of enemies on screen* Baked maps and painted textures for numerous in-game assets, many of which were rigged for destruction* Arranged and propped out several levels for The Unmaking, working closely with design to ensure that the physics-driven enemy flocking performed as desired* Handled light baking, extensive optimization work, and asset management in Unity, gaining experience with Marmoset, ShaderForge, and WorldBuilder.* Helped look and feel development on an unreleased game, merging comic book halftone with stylized 3D in vignettes for key art
3D Artist
* Games worked on: Paradise Bay* Created low-poly unit and environment art, including models, hand-painted textures, light-baking and improvising evolution stages from a provided concept* Refined art pipeline and lighting solutions to the enormous advantage of our workflow* Interfaced with the engineering department to make sure interdepartmental needs were met during the development of a custom engine
Senior Artist
- Games worked on: Supreme Commander, Supreme Commander: Forged Alliance, Demigod, Supreme Commander 2, Nanovor (with Smith and Tinker), Kings and Castles, Age of Empires Online, and two unannounced projects.- Bullt, textured, and lit high-res and in-game assets for RTS levelsPlayed a key role in developing environment art and lighting pipelines for Demigod, Supreme Commander 2, Kings and Castles, and both unannounced projects- Created concept art for characters, props, environments and RTS units- Concepted and carried out multiple complex motion graphics sequences for both visual prototyping and final in-game movies- Modeled and textured low-poly characters with interchangeable parts, and helped prototype a custom avatar creation system- Designed and helped implement a system to support an extensive and very granular genetics and breeding game mechanic by which many individual features could be passed from parent to child with as little impact as possible on animation and rigging. This same system was used for customizable characters- Created high-resolution sculpts for characters, retopologized them for normal casting, created textures and took them all the way to final in-game assets.
3D Artist
* Created cinematic assets and animation on bio-medical subjects* Job required modeling, texturing, rigging, animation, lighting, rendering, and post-processing* Frequent problem-solving with a small, close team
Colleagues at Rec Room
Other employees you can reach at recroom.com. View company contacts for 349 employees →
Hailey N.
Colleague at Rec RoomEvansville, Wisconsin, United States
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Greg Ank
Colleague at Rec RoomCanonsburg, Pennsylvania, United States
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Tristan T.
Colleague at Rec RoomSan Mateo, California, United States
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Mikael Richard
Colleague at Rec RoomRio Grande Do Sul, Brazil
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Forsythe Pendilton Jones Iii
Colleague at Rec RoomDublin, County Dublin, Ireland
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Adam Dormier
Colleague at Rec RoomSeattle, Washington, United States
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Jason Tranchida
Colleague at Rec RoomSeattle, Washington, United States
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John Bevis
Colleague at Rec RoomGreater Seattle Area, United States
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Garrett Lambert
Colleague at Rec RoomSioux Falls, South Dakota, United States
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Brian Haucke
Colleague at Rec RoomMaple Valley, Washington, United States
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Audrey Cox education
Aaa 3D Animation, Art And Animation, Valedictorian
Bachelor Of Arts (B.A.), Art And Art History/Managerial Studies
Bachelor'S Degree, Managerial Studies/Art & Art History
Frequently asked questions about Audrey Cox
Quick answers generated from the profile data available on this page.
What company does Audrey Cox work for?
Audrey Cox works for Rec Room.
What is Audrey Cox's role at Rec Room?
Audrey Cox is listed as Principal Design Lead, UGC at Rec Room.
What is Audrey Cox's email address?
AeroLeads has found 1 work email signal at @againstgrav.com for Audrey Cox at Rec Room.
Where is Audrey Cox based?
Audrey Cox is based in Redmond, Washington, United States while working with Rec Room.
What companies has Audrey Cox worked for?
Audrey Cox has worked for Rec Room, Wg Cells (Formerly Dropforge), Amazon, Z2, and Gas Powered Games.
Who are Audrey Cox's colleagues at Rec Room?
Audrey Cox's colleagues at Rec Room include Hailey N., Greg Ank, Tristan T., Mikael Richard, and Forsythe Pendilton Jones Iii.
How can I contact Audrey Cox?
You can use AeroLeads to view verified contact signals for Audrey Cox at Rec Room, including work email, phone, and LinkedIn data when available.
What schools did Audrey Cox attend?
Audrey Cox holds Aaa 3D Animation, Art And Animation, Valedictorian from Digipen Institute Of Technology.
What skills is Audrey Cox known for?
Audrey Cox is listed with skills including 3D Studio Max, Photoshop, Pipeline Development, Modeling, Texture Painting, Character Designs, Zbrush, and Video Games.
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