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I'm a multi-disciplinary game developer with a passion for storytelling, beautiful design, and vibrant interactive experiences.My professional experience includes work for such clients as EA, Bungie, Dreamworks, Marvel, Paramount and 20th Century Fox, with project sizes ranging from small independent productions to AAA blockbuster hits.I've had the pleasure of working in a wide variety of roles, both technical and creative, including art director, character animator, 3d VR/AR UX engineer, and game designer.I love creating amazing products with design and code, and helping others do the same!
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Senior Game DeveloperErgatta Sep 2022 - PresentNew York, Ny, Us -
Senior Simulation EngineerSynthesis Sep 2021 - Sep 2022Los Angeles, Us -
Senior Unity DeveloperUrsaleo Apr 2020 - Aug 2021San Francisco, California, Us -
Senior Unity DeveloperKrikey Sep 2019 - Apr 2020San Francisco, California, UsDeveloping location-based augmented reality gaming experiences. -
Senior Unity Developer / Swift DeveloperMapbox Feb 2018 - Jul 2019Washington, District Of Columbia, UsI worked on a variety of Unity-related projects at Mapbox, involving C# Maps SDK development for real world location-based gaming, augmented reality engineering, UX design, internal art/creative direction, and various other technical and creative Unity development tasks.Since the beginning on 2019, I have been working exclusively on a new project in Swift/Xcode. -
Lead Gameplay EngineerFunomena Mar 2016 - Feb 2018San Francisco, California, UsI was a lead engineer on Luna, a tactile VR puzzle game for Oculus Rift and HTCVive, which was nominated for Best Art at the 2018 GDC Independent GameFestival. Focused on developing gameplay/movement systems, art tech and tools.Contributions:- VR UX prototyping and engineering.- Autonomous character movement and interaction systems via AI state machines.- Procedurally generated node-linked waypoint path mesh generation.- Game progression and bonus system evaluation and distribution logic.- VR cinematic cutscene management logic.- Various art-centric tools/scripts/custom editors/etc.- Volumetric performance-focused atmospheric effects.- Custom shaders for mesh deformation and particle systems.- 3D asset and animation pipelines using Maya, AfterEffects and Unity.- Code reviews and creative design meetings.- Rapid prototypes of new gameplay ideas.http://www.funomena.com/luna/ -
Principal Big Data Software EngineerAt&T Oct 2015 - Aug 2016Dallas, Tx, UsUsing Hadoop, Pig, Hive, Python and lots of other fun tools to manage the ever-expanding world of big data. -
Creative Director + Lead EngineerIndependent Game Developer Dec 2012 - Mar 2016Currently developing multiple game projects for a variety of platforms. My first title, Monster Balls, is available on the iTunes and Google Play app stores. I designed all gameplay concepts and art assets, and used the Corona SDK and lua scripting language to build the game. Currently designing new products for 2013 while also developing a scalable business structure that will allow for the continuous production of high-quality games.
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Prototype Game Developer + Artist + EngineerFreelance Mar 2014 - Feb 2016I am currently developing game prototypes for several high-profile clients. I create and manage all artistic and technical prototype needs, including look development, art direction, 3d hard surface and organic modeling, character rigging, animation, dynamics, shading, Unity implementation, state machine authoring, external data read/write, and all related C# coding.
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Ui/Ux Developer + Animator + EngineerKurt Noble Interactive May 2014 - Oct 2014Developed a dynamic, procedural UI system for an upcoming site-specific Kung Fu Panda-themed interactive exhibit for a Dreamworks-based amusement park. Used Unity, Maya, Aftereffects and NGUI to create draggable trays for spawnable characters and props, created realtime physics bodies for prop items.Animated and rendered 3D animation clips of Kung Fu Panda’s Shifu character delivering instructions to the player during app onboarding.Wrote over 40 custom unity scripts for UI creation and management.
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InstructorArt Institute Of California - San Franciso 2010 - Apr 2014Instructing and developing curriculum for various CG relates classes, including animation, scripting, rigging, motion graphics, and thesis.
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Assistant InstructorCalifornia College Of The Arts Aug 2012 - Jun 2013Designed curriculum and instructed courses in visual storytelling, game design and 3D character modeling. Developed syllabi, coursework and helped strategize long and short-term departmental growth plans.
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Creative/Art DirectorShiny-Soft Jun 2009 - Apr 2010Designed and directed the production of Puppy Park and Argyle, two independentlydeveloped games for the iPhone and iPad. Mapped and tested gameplay usingtabletop design methods, created needed art and sound assets, and contracteda remote programmer to code the game in Unity. Currently available on theiTunes store.
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Halo Otsd : Cinematic Character AnimatorBungie Sep 2008 - Nov 2008Bellevue, Wa, UsCreated body and facial animations for in-game cinematics. Worked quickly and efficiently to produce high quality shots involving multiple characters and dialogue. -
Senior Animator - Star Trek Online / Gods And HeroesPerpetual Entertainment Nov 2004 - Oct 2007AuI was working on the upcoming MMO, Star Trek Online. I was prototyping and developing the look, feel and structure of the character animation system. For Gods and Heroes, I assisted in reviewing and refining several of the main character rigs, developed the look and feel for many of the in-game combat animations, helped design the core combat animation structure, provided feedback to animation outsourcers and assisted with cleanup of returned assets, and animated many of the high-level signature animations seen in the game. -
Character Animator - Medal Of HonorTko Software Sep 2003 - Jun 2004Character Animator TKO Software. September 2003 June 2004. Responsible for creating various animation and character setup assets on multiple game related projects. Recently completed animating the main character for the game Sahara, based on the upcoming film from Paramount.
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Contract AnimatorSkunk Studios, Inc. 2002 - 2004UsI developed multi-state animation move sets for 12 different characters. Using the 3d models as reference and working with an engineer for integration, I built custom character rigs, thumb nailed animation poses, and created numerous 3d animation clips in Maya. -
Character Animator - X Men 2Kleiser Walczak Sep 2002 - Apr 2003X-Men 2 - Character Animator - Developed and created the performances and gestures of photo-realistic digital characters for X-Men 2. Designed and implemented various binding and rigging solutions for multiple characters in a reference-based production pipeline.
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Professor Of Computer ArtSavannah College Of Art And Design Apr 2001 - Sep 2002Savannah, Ga, UsDeveloped syllabi for and instructed the following courses: computer art applications, advanced surface modeling and shading, and 3d character animation I and II.
Greg Lemon Skills
Greg Lemon Education Details
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Savannah College Of Art And DesignComputer Art -
Virginia TechArt
Frequently Asked Questions about Greg Lemon
What company does Greg Lemon work for?
Greg Lemon works for Ergatta
What is Greg Lemon's role at the current company?
Greg Lemon's current role is Senior Game Developer.
What is Greg Lemon's email address?
Greg Lemon's email address is gr****@****ail.com
What is Greg Lemon's direct phone number?
Greg Lemon's direct phone number is +171538*****
What schools did Greg Lemon attend?
Greg Lemon attended Savannah College Of Art And Design, Virginia Tech.
What are some of Greg Lemon's interests?
Greg Lemon has interest in Children, Economic Empowerment, Civil Rights And Social Action, Education, Environment, Poverty Alleviation, Science And Technology, Arts And Culture.
What skills is Greg Lemon known for?
Greg Lemon has skills like Maya, Animation, Character Animation, Video Games, Computer Animation, Game Design, Traditional Animation, 3d Modeling, After Effects, Rigging, Computer Graphics, Gameplay.
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