Chloe Carter

Chloe Carter Email and Phone Number

Creative Lead - The Sims @ Electronic Arts (EA)
redwood city, california, united states
Chloe Carter's Location
San Francisco Bay Area, United States
Chloe Carter's Contact Details

Chloe Carter work email

Chloe Carter personal email

n/a
About Chloe Carter

I'm a creator and storyteller at heart, with a tech savvy side well-suited to digital production. I'm a very self-motivated, detail-oriented, and love problem-solving. My love of craft and quality is one of my primary motivators as an artist, even the craft in something like an efficient workflow. I enjoy working both collaboratively and independently, but am at my best with a close-knit and similarly passionate team that brings different perspectives/skills to the table. I love taking on new challenges, adapt quickly to the unique limitations and idiosyncrasies of a particular production, and enjoy the challenge of finding ways to work smarter and make space for quality in the work. People are important to me, and I think managing relationships and communication both within a team and across functions is essential to produce great work with the wasteful cycle of burnout-and-start again. I have experience with Look Development, Art/Animation Direction, and Tech Art, and am most interested in work that will make use of and challenge me in these areas.Specialties: Animation, Photoshop, Maya, 3d Studio Max, After Effects, 3d Modeling/TexturingAdditional Skills: Unity, Flash, some Rigging, some Python/Mel

Chloe Carter's Current Company Details
Electronic Arts (EA)

Electronic Arts (Ea)

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Creative Lead - The Sims
redwood city, california, united states
Website:
ea.com
Employees:
22174
Chloe Carter Work Experience Details
  • Electronic Arts (Ea)
    Creative Lead
    Electronic Arts (Ea) May 2014 - Present
    Redwood City, Ca
    I am a Creative Lead in Marketing, working primarily on The Sims 4, as well as other EA Published titles -- Plants Vs. Zombies (console and mobile), Rustheart (in development). My work includes:-Animation, visual development/identity, art direction, posing/render static art, photo touch-up and CG post-render cleanup for physical packaging such as game covers, as well as web.-Creating Style Guides & Technical Documentation for on-boarding new hires / external partners, and maintaining the cohesive visual identity of products.-Working with external vendors to provide direction, feedback, and streamline processes for minimal turnaround/revisions. -Innovated a flexible and unified animation pipeline across multiple game titles which use different engines. These assets were then integrated into Unity for Cinematic work. -Created custom tools using mel/python to automate elements of workflow.-Used proprietary game engine tools to empower game-capture artists to with greater flexibility in customizing animations tailored specifically to a cinematic trailer's needs. This reduced the bottleneck of relying on an animator's time to produce new animations, -Led exploration/research into new content, such as early development on creating a unified animation rig that can be used across any pipeline. -Working in collaboration with artists, directors, and producers across multiple functions, such as game development, marketing/brand management, strategy, community engagement, diversity & inclusion, brand design, external partners, and clients.
  • Electronic Arts (Ea)
    Global Communications Lead - Pride Employee Resource Group
    Electronic Arts (Ea) Jun 2020 - Jun 2022
    Redwood City, California, United States
    In addition to my work as a Cinematics Lead at EA, I am Global Communications Lead for EA's LGBTQIA+ Employee Resource Group. A few highlights from this incredibly rewarding work:- Writing copy for both internal and public-facing messages.- Graphic Design for event promotion and internal branding.- Organized and Hosted informational events to spread awareness and increase inclusion of LGTBQIA+ employees. This includes weekly talks attended by 20-30 employees, and one-off Presentations / Q+A events attended by ~150 employees.- Spoke on panel for a company-wide conversation -- attended by 6,212 employees -- which addressed systemic racism and allyship.-Participated in several gaming industry interviews, highlighting both my experience as an LGTBQIA+ person in games, and how that has informed the work I do in the industry. These articles are linked below:
  • Freelance
    Animator / Artist
    Freelance Mar 2012 - May 2014
    Greater New York City Area / San Francisco Bay Area
    I worked across many different platforms, projects large and small, encompassing a range of styles, largely as a 3d Animator, with some Modeling/Texturing, 2d/Flash Animation/Illustration and Motion Graphics/Editing work in After Effects. This work included TV Commercials, Game Development, and Web Games/Advertsing. I worked both remotely and on-site with Producers, Art Directors, and Leads as the primary point of contact.Agencies: Eyeball Inc, Telltale Games, 321 Launch, Attik Design, MetamokiClients: Ubisoft, Trident, Scion, various others
  • 321 Launch
    Animator
    321 Launch Oct 2012 - Dec 2013
    Greater New York City Area
    Animation, motion capture cleanup, layout and 3d camera work for commercial/pre-vis production. The turnaround/production schedules were very tight for each spot, often just around 1 week, and involved many client revisions with similarly tight turnaround times, often 1 day.Clients: Budweiser, Becks, Stella, Febreze, various others
  • Metamoki, Inc.
    Artist
    Metamoki, Inc. Jun 2012 - Aug 2012
    San Francisco
    I worked to create both 2d illustrations of character and background art assets, and 3d models and animations for ipad/iphone games. Duties also included concept art, creating physics objects for the games and other miscellaneous, integration-related tasks.
  • Electronic Arts
    Animator
    Electronic Arts Mar 2011 - Mar 2012
    Redwood City, Ca
    Character animation for the Sims 3 Pets. I worked on various setups including humans, horses, cats & dogs. I was also responsible for technical work preparing assets for in-game integration & working with programmers to troubleshoot. Halfway through my contract I moved on to the Video Capture team and worked to create custom animation content and animation technical support for Sims 3 promotional videos.
  • Cinematico
    Lead Animator
    Cinematico Jul 2008 - Feb 2011
    I've worked as a character animator at Cinematico on a variety of projects that range from pre-rendered game cinematics to National Geographic TV specials. The studio structure often provides animators the opportunity to take a larger role in the scenes we work on. I've found myself taking on some directing responsibilities and have had a high degree of creative input/responsibility in my work as an animator at this studio.
  • Electronic Arts
    Animator
    Electronic Arts Nov 2007 - Jul 2008
    I worked as a character animator on The Sims 3. My goal as an animator was to convey a strong sense of personality and emotion in each character; to provide the game with a life-like quality. A big part of this job also involved working closely with people in other disciplines to implement the animation in the game and to have a fairly solid technical understanding of the in-game mechanics.
  • Attik
    Freelance Animator
    Attik May 2007 - Jun 2007
    I did character animation, fx animation, and compositing for a web-based game and video campaign.
  • Visual Concepts
    Animator
    Visual Concepts Feb 2007 - Apr 2007
    I worked as a character animator on The Fantastic Four: Rise of the Silver Surfer, video game. Much of the work I did was for in-game cutscenes and involved camera layout and dialogue driven character animation. I also worked on in-game action animations and collaborated with programmers, level designer, etc to implement animation assets and fix bugs.
  • Black Point Studios
    3D Artist
    Black Point Studios Feb 2006 - Jan 2007
    I worked as a 3D artist doing modeling and texturing for props and environments on a number of games. Some of the titles include: -John Woo Presents: Stranglehold-Area 51: Blacksite-The Bourne Conspiracy

Chloe Carter Skills

Maya Character Animation Animation Texturing Traditional Animation Photoshop After Effects 3d Studio Max 3d Modeling Computer Animation Video Games Cinematics Flash Adobe Photoshop Compositing Melscript Python

Chloe Carter Education Details

  • The Art Institute Of Ca - San Francisco
    The Art Institute Of Ca - San Francisco
    Media Arts And Animation

Frequently Asked Questions about Chloe Carter

What company does Chloe Carter work for?

Chloe Carter works for Electronic Arts (Ea)

What is Chloe Carter's role at the current company?

Chloe Carter's current role is Creative Lead - The Sims.

What is Chloe Carter's email address?

Chloe Carter's email address is ccarter@ea.com

What schools did Chloe Carter attend?

Chloe Carter attended The Art Institute Of Ca - San Francisco.

What skills is Chloe Carter known for?

Chloe Carter has skills like Maya, Character Animation, Animation, Texturing, Traditional Animation, Photoshop, After Effects, 3d Studio Max, 3d Modeling, Computer Animation, Video Games, Cinematics.

Who are Chloe Carter's colleagues?

Chloe Carter's colleagues are Rohith Aileni, Devaraj Ganapathi, Navindra Goel, Pavan Tirumalaraju, Elisha Francis, Manish Biswas, Anna Le.

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