Lee Dotson

Lee Dotson Email and Phone Number

Art Director@Pocketwatch @ The Game Band
Lee Dotson's Location
San Francisco, California, United States, United States
Lee Dotson's Contact Details

Lee Dotson work email

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About Lee Dotson

Lee Dotson is a Art Director@Pocketwatch at The Game Band. They possess expertise in game development, game design, gameplay, video games, texturing and 44 more skills. Colleagues describe them as "Lee will be a force to reckon with in the game industry for years to come. He is a talented artist, game designer, and lead/manager. Watching Lee work through the office was like watching water flow over stones smoothed by the millenia. He easily interacted with programmers, designers, artists, Q/A, and management--understanding their needs and how his team could support them (or vice versa). His teams respected him and looked up to him for advice and leadership. Working in a parallel position to Lee, I was always grateful for his communication and ability to identify audio needs that I might not be aware of. He also always gave clear, constructive feedback when something on my side of the coin wasn't quite right.", "Lee's attention to detail and creative integrity lead to some of the most impressive and appealing models that I've had the opportunity to work with. Lee is definitely someone to have on any team that wants to rise to the top and stay there. I look very forward to animating Lee's characters again some day.", and "I'm always impressed with Lee's Work. Not only is he a great artist but a game designer as well. He is full of great gameplay ideas and knows what truly makes a game fun. I'd recommend him to any Game studio."

Lee Dotson's Current Company Details
The Game Band

The Game Band

View
Art Director@Pocketwatch
Website:
thegameband.com
Employees:
26
Lee Dotson Work Experience Details
  • The Game Band
    The Game Band
  • Pocketwatch Games
    Art Director
    Pocketwatch Games Feb 2022 - Present
    Carlsbad, Ca, Us
  • Harebrained Schemes
    Art Director
    Harebrained Schemes Jun 2020 - Nov 2021
    Kirkland, Wa, Us
    Unannounced Project- Collaborated with the Game Director and Narrative team to establish an eye catching art style that met both the narrative tone and gameplay needs of the project.- Screened and interviewed candidates for staffing up.- Developed custom shaders and worked with engineers to expand Unity’s URP to support a custom lighting model that matched our desired art style.- Collaborated with artists and designers to layout production pipelines for animation, level design, ui flow, cinematics, and a modular character system that found the best compromise between the needs of design, art, and production.- Created character concepts.- Created animatics to visualize gameplay concepts, ui flows, and storytelling methods.- Provided direction and feedback for all visual assets (Characters, Environments, UI, VFX, etc.)- Created prototype VFX, Character model and Environment assets to demonstrate both style and workflow approaches.
  • Addecco (Onsite At Google Mtv)
    Senior Technical Artist
    Addecco (Onsite At Google Mtv) Jun 2019 - Jun 2020
    Launched Demos: Chimera, VerbworldWorked on site with the Stadia Advanced Research Team coordinating and overseeing the art production on multiple projects.Project Chimera: - Collaborated with ML engineers to design and implement a pipeline for creating ML generated art.- Created a custom dataset that paired renders of animal models from an unlimited range of camera angles, lighting conditions and environments with segmentation maps via. Blueprint scripts in UE4.Modeled and textured 34 animal models for use in the creation of the dataset.- Created shaders that composited and post processed the ML generated creatures with separate ML created environments and UI elements ensuring that their appearance remained cohesive.- Created UI elements for the gameplay demo.- Created and maintained production documents to communicate the evolving workflow to both internal and external partners.Project Verb World:- Collaborated with the Project Lead to create an appealing, accessible aesthetic that fit within our time and budget constraints.- Created post processing shaders to achieve the demos cel shaded look.- Created a weather and color palette / material system that would allow the exterior and interior of the environment to change as the Fox’s semantic AI reacts to user input.- Designed the Fox character and Scene.- Modeled the Fox character and interior props.- Art directed and oversaw the production of all other art assets. (animation, exterior props, etc.)
  • Massive Black
    Technical Art Director (Contract)
    Massive Black May 2017 - Jun 2019
    San Francisco, California, Us
    - Defined, owned, and unified a common technological art pipeline for a series of experimental AR games produced in collaboration with Google ATAP.- Collaborated with numerous external teams and the studio Art Director to ensure that the art pipeline would meet their specific projects needs while maintaining a cohesive style with other projects in production in addition to meeting performance criteria for mobile devices.- Created prototype and final assets for particle, shader, and post process effects in Unity.- Created prototype and final assets for in game models, textures, and UI layouts / elements.
  • Inxile Entertainment
    Art Director On Mage'S Tale Vr
    Inxile Entertainment Nov 2015 - Apr 2017
    Tustin, California, Us
    - Managed a multidisciplinary team of artists across multiple studios to produce a visually rich, engaging, and optimized VR RPG.- Collaborated with Designers, Engineers, Producers, and Narrative staff to ensure that all art production remained in step with the projects needs and timelines.- Provided technical and artistic style guides to provide artist with a clear frame work to create from while also empowering them to bring their own expertise to project.- Served as the 'Art Dad' helping to mentor and guide junior artists on how to best work in a collaborative environment and achieve their long term goals.- Researched techniques and implemented best practices for producing high quality and performance friendly visuals in UE4's implementation of VR.- Contributed directly to the creation of a wide variety of assets as needed. (Concept Art, VFX, Cinematics, Level Layouts,Scene Lighting, marketing materials, etc.)
  • Limbic®
    Senior Art Director
    Limbic® May 2012 - Jul 2014
    - Defined and maintained the visual style of multiple projects across a variety of genres.- Produced concept art, models, textures, and fx for all ongoing and new properties at Limbic.- Collaborated closely with programmers to produce ui mock ups and final implementations.- Managed external artists to ensure that all assets were delivered in a timely fashion while also meeting visual and technical specifications.- Provided marketing assets for use with app store and social media promotions.- Storyboarding, video editing, and post production for animated and video trailers.
  • Zarksoft
    President
    Zarksoft Feb 2010 - Aug 2012
    - Primary external relations contact and responsible for all press releases and press interaction. - Established the visual style and produced all the art assets for Empire of the Eclipse. - Worked closely with programmers to ensure not only that the game looked great but could run on the full range of iOS devices. - Collaborated with programmers to design and iOS interface that is clean and easy to use while providing the depth and wealth of options needed by an online 4x strategy game. - Co-designed core gameplay mechanics with the programming team technology trees to resource and combat system balance.
  • Cryptic Studios
    Art Lead
    Cryptic Studios Mar 2009 - Mar 2010
    Los Gatos, Ca, Us
  • Flagship Studios
    Concept Artist /Character Art Lead
    Flagship Studios Apr 2005 - Jul 2008
    Us
  • Epic Games
    Senior Artist
    Epic Games 2002 - 2005
    Cary, Nc, Us
  • Blizzard Entertainment
    Artist
    Blizzard Entertainment 2001 - 2003
    Character Artist
  • Rogue Entertainment
    Artist
    Rogue Entertainment 2000 - 2000
    Character Artist
  • Ion Storm
    Artist
    Ion Storm 1998 - 2000
    Character Artist

Lee Dotson Skills

Game Development Game Design Gameplay Video Games Texturing Art Animation Illustration Game Mechanics Unreal 3 Game Balance Mobile Games Art Direction Mmo 3d Modeling Ps3 3d Studio Max Character Animation Environment Art Photoshop Computer Games Concept Design Game Art Gameplay Programming Level Design Xbox 360 User Interface Cinematics Game Programming User Interface Design Casual Games Perforce Unreal Engine 3 Social Games Unreal Editor Shaders Maya Mmorpg Xbox World Building Texture Painting Uv Mapping Multiplayer Low Poly Modeling Adobe Photoshop Wii Zbrush Concept Art Unreal Engine 4

Lee Dotson Education Details

  • Savannah College Of Art And Design
    Savannah College Of Art And Design

Frequently Asked Questions about Lee Dotson

What company does Lee Dotson work for?

Lee Dotson works for The Game Band

What is Lee Dotson's role at the current company?

Lee Dotson's current role is Art Director@Pocketwatch.

What is Lee Dotson's email address?

Lee Dotson's email address is da****@****ail.com

What is Lee Dotson's direct phone number?

Lee Dotson's direct phone number is +141542*****

What schools did Lee Dotson attend?

Lee Dotson attended Savannah College Of Art And Design.

What skills is Lee Dotson known for?

Lee Dotson has skills like Game Development, Game Design, Gameplay, Video Games, Texturing, Art, Animation, Illustration, Game Mechanics, Unreal 3, Game Balance, Mobile Games.

Who are Lee Dotson's colleagues?

Lee Dotson's colleagues are Juan Bernardo Tamez, Ashton Thorsen.

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