My name is Lindsay Goodridge. I see myself as a generalist within the games industry, delving head first into a number of fascinating and exciting roles. With the number of programs and skills I have at my disposal, I’ve always been driven to learn more, to do more, and ultimately accomplish more.
The pathways I have taken have allowed me to gain experience and knowledge within the fields of not only game design and development, but to also teach what I am so passionate about.
Creating my own game has helped me significantly with my skills and knowledge. It has allowed me to understand how games are made from start to finish in great detail. It has also helped me understand social marketing, as well as iOS and Android development. Without doing this, I would not be where I am today.
The pathways I have taken have allowed me to gain experience and knowledge within the fields of not only game design and development, but to also teach what I am so passionate about.
Creating my own game has helped me significantly with my skills and knowledge. It has allowed me to understand how games are made from start to finish in great detail. It has also helped me understand social marketing, as well as iOS and Android development. Without doing this, I would not be where I am today.
Titles and Skills
Titles
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Program Skills
Personal Skills
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Professional and Work Experience
All roles:
Professional Development: Mobile Game (2015 – Current)
I am currently working on a 2D mobile game using a program called ‘Stencyl’. During this project, I have used the Scripting language provided in Stencyl (Haxe Engine), to properly function specific assets and work them accordingly to project brief. I have created everything from scratch to develop my skills further in understanding the process involved with game development. I have shown and received feedback from Work colleagues about the current game build, to determine what needs to be corrected.
Teacher
Trainer at Canterbury Technical Institute (2017 - Current)
Currently a trainer at Canterbury Technical Institute, teaching game design using a number of programs such as Blender, Unity, and MySQL.
Graphic and Technical Artist
Literacy Planet, Educational App for Schools (2017)
I was A Graphic Illustrator, responsible for developing illustrations, and graphic imagery for a number of different mediums including online books, animations, and in-game assets (including Backgrounds, and player Avatars).
I was also responsible for creating technical rigs for player Avatars, NPC's and other dynamic objects, using a 2d animation program called 'Spine2D'.
Teacher/Artist/3D Modeler/Technical Artist:
Evocca College Learning Material (2014 – 2017)
I had been working for Evocca since the beginning of 2014 (Feb 02). During my time there I had changes to many different roles. My first role was a regular tutor, helping students with assessment, and pushing them to deliver beyond competent work. After a while, I change to Trainer Support. This is where I helped other trainers catch up with their assessment marking and guide them to correctly facilitate their students. I also looked after other trainer’s students while that trainer was away. During this time, I developed video tutorials, marking guides, and learner guides for students in regards to the units I was experiences with (units mentioned above). I then change to a unit champion, helping any trainer who is not comfortable with the unit they are currently supporting, and train those tutors in understanding what is required from the student.
Artist/3D Modeler/Technical Artist/Environment Artist:
48 hour Game making challenge (2013/2015)
I was in a team of 6 people working on completing a fully functional mini game that the public could play. My roles was Environment/props, and Character artist (both 3D and 2D). I used a range of industry current software such as 3Ds Max 2014 to create the 3D models, as well as Adobe Photoshop to create my textures and materials. During the development phase, I Use industry standard Rigging requirements to best suit the Game engine (Unity). I had incorporated the following controllers to the ‘Wurm’ Models rig: Simple FK movement, Controllers, and Simple orientation constraints (attributes, and modifiers). The temple itself had gone through numerous amounts of change before the final product. I obtained feedback from my work associates and implemented that feedback accordingly. I had incorporated basic geometry, flow and layout.
Artist/3D Modeler/Environment Artist/ Technical Artist:
Hell Frog Studios (2013)
I had been working on a FPSMOBA (first person shooter/ Massive Online Battle Arena). My role was Lead 3-D modeler, assistant concept artist, lead animator, assistant designer, and Lead texturing Artist. We communicated face to face, back and forth on problems that had occurred during production, and accommodated to them appropriately. Reviewing and improving work and schedule based on knowledge gained during work on this project. I used programs such as Unity, 3-Ds Max and Photoshop to deliver the assets we needed.
Artist/3D Modeler/Designer:
Lightminded studios (UQ contract) (2012)
I was asked to participate with my Project manager on a UQ (University of Queensland) project, to develop a soccer game, and a racing game using the program, Unity. I was allocated Lead 3-D modeler/Designer, and an Environmental Modeler. I developed a schedule with the client in order to produce assets before the due date. I had organised meetings with the client regularly to notify them on my progression with the assets, as well as resolve any issues or concerns they may have. I developed a schedule with the team leader in order to produce assets before the due date. I had organised meetings with the team leader regularly to notify them on my progression with the assets, as well as resolve any issues or concerns they may have had. With previous experience, I used a range of industry current software such as 3Ds Max to create the 3-D models, as well as Adobe Photoshop to create my textures and materials. I had gathered Reference images, as well as provided images of the art style needed for the 3-D character models. During the development phase, I Use industry standard ‘geometry choices’ to effectively create the 3-D models (‘Box modelling’, as well as ‘Edge modelling’).
Concept/2D Artist:
Contract: Svetlovska (2012) - Micro Budget Card Game (2012)
Completed a concept piece of the client for a digital card game. The piece was a mech soldier in an exoskeleton. I delivered the piece on time and exceeded client expectations
Concept Artist:
Contract: Roblox Corporation, United States, (2012)
Completed numerous amounts of concept sketches for a large game, designed to allow players to build their own structures. Developing new and improved ideas to the current models, still keeping in scope with the task. I communicated through Skype effectively and as a result, gave a perfect outcome.
3D Modeler:
Contract: Conosour organization, Turkey, (2011)
Asked to create several different 3D models to suit Unity. These models were low to mid poly characters and vehicles. I communicated through Skype effectively and as a result, gave a perfect outcome.
3D Modeler/Prop Artist/ Technical Artist/Animator:
Work Experience: MIDSim Enterprise; Midwife simulator (2010)
Retopologising assets, using different style rigs, and exporting correct animations. Using programs such as 3Ds Max, Microsoft Project, Photoshop CS4 and 5, Microsoft word, Unity, and Flash.
Professional Development: Mobile Game (2015 – Current)
I am currently working on a 2D mobile game using a program called ‘Stencyl’. During this project, I have used the Scripting language provided in Stencyl (Haxe Engine), to properly function specific assets and work them accordingly to project brief. I have created everything from scratch to develop my skills further in understanding the process involved with game development. I have shown and received feedback from Work colleagues about the current game build, to determine what needs to be corrected.
Teacher
Trainer at Canterbury Technical Institute (2017 - Current)
Currently a trainer at Canterbury Technical Institute, teaching game design using a number of programs such as Blender, Unity, and MySQL.
Graphic and Technical Artist
Literacy Planet, Educational App for Schools (2017)
I was A Graphic Illustrator, responsible for developing illustrations, and graphic imagery for a number of different mediums including online books, animations, and in-game assets (including Backgrounds, and player Avatars).
I was also responsible for creating technical rigs for player Avatars, NPC's and other dynamic objects, using a 2d animation program called 'Spine2D'.
Teacher/Artist/3D Modeler/Technical Artist:
Evocca College Learning Material (2014 – 2017)
I had been working for Evocca since the beginning of 2014 (Feb 02). During my time there I had changes to many different roles. My first role was a regular tutor, helping students with assessment, and pushing them to deliver beyond competent work. After a while, I change to Trainer Support. This is where I helped other trainers catch up with their assessment marking and guide them to correctly facilitate their students. I also looked after other trainer’s students while that trainer was away. During this time, I developed video tutorials, marking guides, and learner guides for students in regards to the units I was experiences with (units mentioned above). I then change to a unit champion, helping any trainer who is not comfortable with the unit they are currently supporting, and train those tutors in understanding what is required from the student.
Artist/3D Modeler/Technical Artist/Environment Artist:
48 hour Game making challenge (2013/2015)
I was in a team of 6 people working on completing a fully functional mini game that the public could play. My roles was Environment/props, and Character artist (both 3D and 2D). I used a range of industry current software such as 3Ds Max 2014 to create the 3D models, as well as Adobe Photoshop to create my textures and materials. During the development phase, I Use industry standard Rigging requirements to best suit the Game engine (Unity). I had incorporated the following controllers to the ‘Wurm’ Models rig: Simple FK movement, Controllers, and Simple orientation constraints (attributes, and modifiers). The temple itself had gone through numerous amounts of change before the final product. I obtained feedback from my work associates and implemented that feedback accordingly. I had incorporated basic geometry, flow and layout.
Artist/3D Modeler/Environment Artist/ Technical Artist:
Hell Frog Studios (2013)
I had been working on a FPSMOBA (first person shooter/ Massive Online Battle Arena). My role was Lead 3-D modeler, assistant concept artist, lead animator, assistant designer, and Lead texturing Artist. We communicated face to face, back and forth on problems that had occurred during production, and accommodated to them appropriately. Reviewing and improving work and schedule based on knowledge gained during work on this project. I used programs such as Unity, 3-Ds Max and Photoshop to deliver the assets we needed.
Artist/3D Modeler/Designer:
Lightminded studios (UQ contract) (2012)
I was asked to participate with my Project manager on a UQ (University of Queensland) project, to develop a soccer game, and a racing game using the program, Unity. I was allocated Lead 3-D modeler/Designer, and an Environmental Modeler. I developed a schedule with the client in order to produce assets before the due date. I had organised meetings with the client regularly to notify them on my progression with the assets, as well as resolve any issues or concerns they may have. I developed a schedule with the team leader in order to produce assets before the due date. I had organised meetings with the team leader regularly to notify them on my progression with the assets, as well as resolve any issues or concerns they may have had. With previous experience, I used a range of industry current software such as 3Ds Max to create the 3-D models, as well as Adobe Photoshop to create my textures and materials. I had gathered Reference images, as well as provided images of the art style needed for the 3-D character models. During the development phase, I Use industry standard ‘geometry choices’ to effectively create the 3-D models (‘Box modelling’, as well as ‘Edge modelling’).
Concept/2D Artist:
Contract: Svetlovska (2012) - Micro Budget Card Game (2012)
Completed a concept piece of the client for a digital card game. The piece was a mech soldier in an exoskeleton. I delivered the piece on time and exceeded client expectations
Concept Artist:
Contract: Roblox Corporation, United States, (2012)
Completed numerous amounts of concept sketches for a large game, designed to allow players to build their own structures. Developing new and improved ideas to the current models, still keeping in scope with the task. I communicated through Skype effectively and as a result, gave a perfect outcome.
3D Modeler:
Contract: Conosour organization, Turkey, (2011)
Asked to create several different 3D models to suit Unity. These models were low to mid poly characters and vehicles. I communicated through Skype effectively and as a result, gave a perfect outcome.
3D Modeler/Prop Artist/ Technical Artist/Animator:
Work Experience: MIDSim Enterprise; Midwife simulator (2010)
Retopologising assets, using different style rigs, and exporting correct animations. Using programs such as 3Ds Max, Microsoft Project, Photoshop CS4 and 5, Microsoft word, Unity, and Flash.
Honours, Awards, and Accomplishments
- Gained Certificate IV in Training and Assessment (TAE40110).
- Obtained a Degree in Interactive Entertainment, majoring in Animation through QANTM University, Brisbane in 2010.
- Completed SUN Start course through Central Queensland University Rockhampton Campus (CQU) in Foundations of Animation online and was awarded a Distinction.
- Featured in ImagineFX Magazine June issue of 2012.
- Completed the 48 hour game competition and created a successful working game within that time period
- Create a mobile game fully purchasable through both android and IOS stores