Barrett Fox work email
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Barrett Fox personal email
I have been working at the intersection of game design, information visualization, animation craft and VR for over 20 years with an even distribution between producer, game designer and animator. A thread running throughout most of my work has been presenting substantive information in innovative and engaging ways.For the last 3 years, as an Interaction Engineer at Leap Motion, I've been exploring embodied UX for VR and AR. And throughout that work, I've been helping to architect the developer experience, or "DX" of Leap Motion's toolset and pipeline. Recently, I directed two informative, journalism driven animations for Center for Investigative Reporting. Also for CIR, I built a journalism and data driven game to engage kids and adults in the challenge of creating healthy lunches in schools. Hairnet Hero is shipping for iPad, iPhone, Android and PC/Mac.As Co-Founder and Creative Director at Coco Studios, I shipped Fetch’s Monumental Mini Golf for PBSKids, the Vision Machine iPad App for Greg Pak, ITVS and the Ford Foundation, and our own creative construction game, CocoSnap for iPad.Specialties:VR interactionGame DesignInformation VisualizationAnimationBarrett Fox VR/AR Portfolio Slideshttps://docs.google.com/presentation/d/1z0laQ27OdDYQ-hIEBBylmsx1CTreHZqHelGuySXrvdo/edit?usp=sharing
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Design SpecialistOculus Vr Jun 2018 - PresentMenlo Park, Ca, Us -
Interaction EngineerLeapmotion Oct 2014 - PresentSan Francisco, Ca, UsProducing mobile and desktop VR and AR applications, developer toolsets and asset creation pipelines for exploring and defining the use of Leap Motion’s hand tracking. Ideating, prototyping, engineering, and building data collection frameworks for VR user interactions. Project HighlightsFor Leap’s Unity Core Assets, collaborating with tracking, front end and QA engineers to architect and implement Unity C# classes for managing and updating 3D hand representations. Helping define, develop, maintain and support Leap’s Unity Modules tool set.Created Leap’s Hands Module which features an auto-rigging toolset and pipeline for 3D hand assets and a library of example Leap hand assets. The Hand Module’s auto-rigging brought the task of preparing FBX hand models to be driven by Leap’s hand tracking from several days per pair of hands to less than one minute.Designed, modeled and rigged reference 3D hand models used to illustrate Leap’s rigged hand pipeline. These hands were required to be mobile VR performant, to have robust weighting to support the positioning of joints to match a user’s hand proportions. They are used heavily in a large collection of mobile and desktop VR applications.Built mobile VR UX testing application and data collection framework to assess usability and reliability of Leap hand tracking and the Leap Interaction Engine.Co-produced a mixed reality spaceship cockpit demonstration as a use case for Leap’s hand tracking in VR gaming. 3D modeled rapidly iterated massing prototypes to quickly explore usability of ideas within VR. Designed modeled, animated and programmed several types of cockpit interaction.In collaboration with graphic and UX designers, designed, modeled, animated and engineered a multifunctional VR armHUD for Leap’s VR Planetarium. Collaborated in the creation of 3D VR widgets for hand interaction that comprised the armHUD’s UI features. -
Creative Directer & Co-FounderCoco Studios 2007 - 2013Barrett Co-Founded Coco Studios to create animated collaboration and conversation spaces and creative educational games. * Lead designer and Producer on Fetch's Monumental Mini Golf for PBSKids. Unity3D game featured collaborative learning through co-op multiplayer support. At Coco, a team of 8 -12 developers built the game with extensive collaboration with a large network of cognitive and curriculum experts and producers at PBSKids. * Producer on Greg Pak's Vision Machine iPad motion comic app for ITVS and the Ford Foundation. * Lead designer for CocoSnap, a creative block building app for the iPad * Lead designer for Cocodeep, a 3D animated collaboration and media sharing space. * Interaction and 3D information design for character based multimedia conversations. * Art Direction: Product-wide graphic Identity, character design, realtime 3D environment and interface design. * Animation training, direction and supervision for interactive animated conversations and collaboration. * Interactive character animation pipeline development and technical direction modeling, rigging, animation and interactivity.
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Data Visualization DesignerAmerican Public Media Jan 2011 - Feb 2012* Designed and programmed an interactive data visualization app, called Skyline, to reveal conversations happening in American Public Media's Public Insight Network. Skyline was created in collaboration with APM's data journalists to visualize the breadth of response to public queries and show the distribution of opinions in those responses. It was created in the Unity3D videogame engine and ran on iOS and the web. * Designed infographics to support APM stories within the rapid turnarounds of journalistic deadlines.* Creative infographic animations to communicate the journalistic mission of the Public Insight Network.
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Animation InstructorSan Francisco State University 2000 - 2010San Francisco, Ca, UsTaught classes concurrently with my professional positions:* Advanced Animation Workshops* Principles of Animation* Maya Modeling* Storyboarding -
DirectorBrainstormer Project Jan 2005 - Jul 2007Barrett created the Brainstormer Project in partnership with the Institute for Next Generation Internet. The project centered around building, and implementing curriculum for videogame and animation workshops for middle school students in the Oakland Public school system. Students were introduced to the multiple disciplines encompassed by games and animation.After exercises in animation principles, students wrote character back stories, participated in acting workshops and drew for animation planning. They created full-body, keyframed character animations in Maya which were imported into videogame environments. Students blogged the results of their work collaboratively with sister classes in Delhi India. This curriculum is now being taught in several Oakland Public middle schools.Additionally, Barrett conducted advanced character animation workshops for graduate level character animation portfolio building and trained teachers or games and animation classes.
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InstructorAcademy Of Art University Jan 2005 - Jan 2006San Francisco, Ca, UsCoursesGroup Directed Study : Advanced Character Animation Animation Portfolio 1 -
AuthorFor Mcgraw-Hill Aug 2002 - Jan 2004Wrote 3ds max 6 Animation: CG Filmmaking for Concept to Completion.
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Producer/DirectorShout Interactive/Eyematic Interfaces , Aug 1999 - Jan 2002Creating real-time and rendered 3-D animations highlighting the use of facial motion capture and the creation of realistic 3-D characters. These animations were created for a wide variety of platforms including, rendered video, accelerated real-time Internet, plug-in-less Java, and Next Generation wireless devices. Tasks include scriptwriting & dialogue, animation direction, directing & recording facial performance animations & voice acting, 3-D modeling and character animation, 3-D rendering and project & team management.I participated in the testing and demo content creation for Eyematic's Facestation markerless facial motion capture software
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Co-Founder/PresidentInfoplasm Jul 1997 - Aug 1999infoplasm was a six person studio which created real-time, Interactive 3-D content. My tasks included art direction, scriptwriting & dialogue, interaction design, 3-D modeling and animation, technical direction, web design, team & project management as well as business development and administration. Key clients included: Eyematic Interfaces, Intel, ZDNet, Ogilvy & Mather, Datafusion, CMP Media and others.
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Content DirectorIntervista Software, Inc Jan 1996 - Jul 1997Intervista focused on creating tools for authoring Interactive 3-D animation on the Internet. My tasks included building and managing a team of programmers and 3-D artists to create interactive 3-D animations, environments and information visualizations. Among other responsibilities, this included art direction, 3-D modeling and animation, and 3-D information design.
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3D ModelerAmazing Media Jan 1994 - Jul 1995Created realistic 3-D models, environments, and animations for CD ROM game, Frankenstein: through the Eyes of the Monster, starring Tim Curry and published by Interplay.
Barrett Fox Skills
Barrett Fox Education Details
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Andrews UniversityArchitecture
Frequently Asked Questions about Barrett Fox
What company does Barrett Fox work for?
Barrett Fox works for Oculus Vr
What is Barrett Fox's role at the current company?
Barrett Fox's current role is VR Interaction Prototyping.
What is Barrett Fox's email address?
Barrett Fox's email address is ba****@****eep.com
What schools did Barrett Fox attend?
Barrett Fox attended Andrews University.
What skills is Barrett Fox known for?
Barrett Fox has skills like Animation, Maya, Character Animation, Storyboarding, Video Games, 3d Studio Max, User Interface Design, Computer Graphics, Interaction Design, Game Design, Unity3d, Texturing.
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