Marv Riley

Art Manager at DoubleDown Interactive
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Contact Information
us****@****om
(386) 825-5501
Location
Tacoma, Washington, United States, US

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Darrin Stephens

Marv is a talented Art Director who I really enjoyed working under. One on the reasons I moved over to interactive was because he was the art director. With his positive attitude he has an uncanny ability to get the best out of you. I hope we get to collaborate in the future.

Charity Wood

I worked with Marv as my manager for two years while at Everi. During that time he was conscientious and very dedicated to his craft. His desire to create a perfect product was forefront and served to propel many a project he led to a brilliantly polished fruition. He gave concise feedback and was happy to elaborate when follow up questions were posed. His enthusiastic demeanor and devotion to quality led our teams to produce many highly regarded and successful products.

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Art Manager
      • Aug 2023 - Present

      Firstly, I manage a team of 8 artists with various skill sets ranging from UI art, UX design, conceptual design, prototyping and sound design.Secondarily, designing cool UI art for mobile games.-Providing thorough feedback to the artists to make sure design standards are being met.-working with leadership and producers to provide asset delivery scheduling for artists-Pipeline setup and documentation-Mentoring artists in best practices to help encourage improved work flow.-Mentorship presentations "Art-Camps"-Work closely with Game Design and studio leadership on a daily basis to keep with process transparency. Show less

    • Sr. Concept UI Artist
      • Nov 2022 - Aug 2023

      First and foremost, designing cool UI art for mobile games.-Providing thorough feedback to the artists to make sure design standards are being met.-working with leadership and producers to provide asset delivery scheduling for artists-Pipeline setup and documentation-Mentoring artists in best practices to help encourage improved work flow.-Mentorship presentations "Art-Camps"-Work closely with producers, Art Directors on a daily basis to keep with process transparency.

    • Computer Games
    • Art Director
      • Nov 2021 - Nov 2022

      I work with a team of 3 developers on Pool Payday for the Skillz Gaming platform for which I am the sole artist for the team, occasionally working with outsource studios to meet scheduling deadlines. Since I have been with Hidden Pixel, I have given the mobile app Pool Payday a cosmetic refresh and implemented 5 seasons of content for Pool Payday. Hidden Pixel's last 2 seasons were a collaboration with Present Creative LLC. When I was brought on, the goal was to start work on just a single new game while maintaining content creation for Pool Payday, but I have since been able to help bring 5 mobile games to life since starting in November 2021 all while working with Skillz, Joyride and now KOIN Games. Our team is heavily invested in working with KOIN Games. Helping lay the groundwork for Web 3.0 gaming and NFT production in the coming future. Responsibilities: • Creating and responsible for the artwork at Hidden Pixel studio. • Implement 2D and 3D assets into Unity 3D. • Manage outsourced content and relationships. • Character briefs and design guidelines for outsource evaluations and production assets. • Conceptual world building and mood boarding for the artists Show less

    • United States
    • Gambling Facilities and Casinos
    • 1 - 100 Employee
    • Lead Artist
      • Nov 2021 - Mar 2022

      -Overseeing the artwork for the studio internally and externally and providing written and visual feedback to outsource studios.-Game art design for land-based and iGaming platforms.-Internal and external studio Art feedback-Working closely with the game designer and developers to ideate UI design and layouts-Game art animation with Spine 2.5D-Helping provide the staff best practices, technical-art pipeline process and implementation and feedback for the studios iGaming needs. Show less

    • Lead Artist
      • Jul 2021 - Nov 2021

      -Game art design for Landbased and iGaming platforms.-Internal and external studio Art feedback -UI design and Layout-Art pipeline setup for internal and external clients-Game Art animation-Wireframing-Mentoring

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Sr. Production Artist
      • May 2020 - Jul 2021

      • Executed 2-3 Live Ops event designs a week, not excluding shops, marketing assets, and emailer imagery. • Consistently melded multiple styles of Konami game art with our app's brand as well as our Live-Events branding using various provided content with gaming theme UI, Logo design, typography, and iconography. • Created rapid blocked-out prototypes for Live-Ops events which include progression-based game mechanics, lobby card art, and game icon badges on a weekly basis and sometimes daily basis. • Built reusable events for quick re-skin to feature new and re-featured games. Show less

    • United States
    • Gambling Facilities and Casinos
    • 700 & Above Employee
    • Art Manager/Art Director
      • Feb 2017 - May 2020

      • As an Art Director/Manager, I supervised a multi-functional team of 8 artists that assisted each other on three different product lines as Head of Production. I developed and guided studios branding, technical process, branding, and marketing from concept ideation through completion on 3 now live products. Utilizing UI/UX design, motion graphics, and conceptual design guidance. I organized creative materials and marketing assets to ensure their smooth transition to other internal departments and external partners as well as worked cross-functionally with brand licensing and assisted with live ops planning. I would continually review our pipeline for process improvement and implementation.Achievements:• Average $0.70 ARPDAU with a market spend of $3 million annually• Released 3 new products every 9 months while effectively recruited and staffed the art studio from 1 employee to 8 staff artists• Organically grew Super Jackpot Slots to 20K players within the first few months of release with zero ad-spend by utilizing social media, email campaigns and marketing videos.• Released 40 games during the initial release of Super Jackpot Slots with a new game being ported for release biweekly• Released 13 in-house custom titles for Super Jackpot Slots and High Rollin’ Vegas.• Developed conceptual ideation for our partners, Sugar House “King Cash’s Riches and Golden Nugget’s “Golden Nugget 3 Reel Mech”• Work closely across multiple studio teams to assist in early beta testing and math models with hits such as CASH MACHINE, SMASH HIT, SAPPHIRE SPINS and SHAMROCK SPINS Show less

    • Art IV (Art Lead)
      • Apr 2011 - Feb 2017

      • As an Art III and eventually Art Lead, I helped guide a team of 4 artists of varying expertise to help the Art Directors and Game Designers achieve a desired aesthetic and feel for the games we worked on. I pitched game ideas and mechanics as well as purposed many Trade Marked game titles. Achievements:-In this time as an Art lead, I produced 3 - 4 released games per year as well as collaborated on upwards of 8- 10 games, assisting my team to help produce their games with visually stunning graphics, visual FX, and logo treatments. -I co-assisted in implementing studio-wide process improvements and game standardizations. I was detrimental in developing proprietary particle systems and animation software to help game performance and the training of the art studio’s teams for use of the software. -In 2015 I presented a plan to help mentor and Art Direct a new satellite studio and in doing so was presented with the honor of successfully acting out this plan. I was Then presented with the studio’s MVP award in doing so. -During my time as Artist III and Art Lead, I had released a total of 13 games and assisted on 30 others with many of these reaching Eilers &Krejcik's top ten list, such as Shamrock and Kingmaker which resided there for multiple years. Show less

  • Marv Riley
    • San Francisco Bay Area
    • Senior Digital Artist
      • Sep 2009 - Jun 2011

      Clients included: GameTech, International • Contracted to help finish out existing video slot titles and Keno games. IGT • Hired to re-work 3D assets for a virtual casino using Unity 3D. Cleaning up 3D character animations, texture map adjustments, and lighting corrections. 32K Studios • Hired to re-skin preexisting and custom slot games. Titles include Dallas Duchess, Pirate Island, BUG'N, Golden Dragon, and Memphis Belle. Diamond Game: • Hired to design out Tutti Fruitti slot machine for lottery card slot machines. Present Creative LLC: •Designed traditional 3x5 mechanical "Classic Slots" for a mobile app partner. •3D game assets •Conceptual art Inking process for Bayou Breakout and Mech Warrior fighting games. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Production Artist
      • Apr 2010 - Mar 2011

      • As a production artist, I was responsible for story boarding Zynga's Mafia Wars cut-scenes, and illustrations for the game, assisted with in-game assets for Farmville, producing, animating backgrounds for EA's Pogo Minis utilizing AfterEffects, Isometric assets for Playdom's Market Street, and 3D models for Kabam's Edge world. I had an amazing time working with this studio, over the years I've done freelance work with the studio for small projects like 3D models for Virtual Town, Comic inking on Bayou Breakout, a Zombie game, and conceptual design line work on Super Power. Show less

  • Gametech, Int
    • Reno, Nevada
    • Graphic Designer
      • Sep 2008 - Jun 2009

      • Worked closely with VP of game design and Town Pump Clients in Butte, Montana to ensure maximum design efficiency and communication. • Implemented redesign of retro game title catalog into vector graphics. • Researched new possible UX/UI layouts for Bingo and Keno game designs. • Retrofitted older game content to be used in new Bally Tech cabinets. • Worked closely with VP of game design and Town Pump Clients in Butte, Montana to ensure maximum design efficiency and communication. • Implemented redesign of retro game title catalog into vector graphics. • Researched new possible UX/UI layouts for Bingo and Keno game designs. • Retrofitted older game content to be used in new Bally Tech cabinets.

    • United States
    • Entertainment
    • 700 & Above Employee
    • Graphic Artist/Designer
      • Dec 2008 - Apr 2009

      As the graphic designer, I worked with a FLASH developer and a producer to produce a weekly game for addictive games, featuring my vector designs of celebrity and political caricature satire as well as UI design for gameplay. As the graphic designer, I worked with a FLASH developer and a producer to produce a weekly game for addictive games, featuring my vector designs of celebrity and political caricature satire as well as UI design for gameplay.

    • United Kingdom
    • Software Development
    • 700 & Above Employee
    • 3D Artist II
      • Feb 2004 - Sep 2008

      • As a 3D artist-designer I was responsible for creating 3D elements for UI, symbol iconography, motion graphic for background athletics, and visual effects for win celebrations. • I worked on multiple license themes including The Munsters, Adams Family: Thing's Rings and Creepy Creatures, Back to the Future assets, as well as lead artist on the hit EBAY games EBAY Collectibles, eBay Fashion, and eBay Motors. • As a 3D artist-designer I was responsible for creating 3D elements for UI, symbol iconography, motion graphic for background athletics, and visual effects for win celebrations. • I worked on multiple license themes including The Munsters, Adams Family: Thing's Rings and Creepy Creatures, Back to the Future assets, as well as lead artist on the hit EBAY games EBAY Collectibles, eBay Fashion, and eBay Motors.

    • United States
    • Retail Apparel and Fashion
    • 1 - 100 Employee
    • Graphic Designer
      • Dec 2003 - Feb 2004

      • Illustrated embroidery and silkscreen pattern designs for a wide range of sport/casual wear using Mac-based Adobe products. • Designed the original Red White and Blue flag Diamondbacks logo which is still in use today. • Illustrated embroidery and silkscreen pattern designs for a wide range of sport/casual wear using Mac-based Adobe products. • Designed the original Red White and Blue flag Diamondbacks logo which is still in use today.

    • Muralist / Instructor
      • Jun 1997 - Aug 2001

      • I helped At-Risk youth develop interpersonal skill-sets by learning to work within a team painting murals. Job duties included leading a small group of artists through the design process, content research, wall and site preparation, and city council presentation. • I received two "Senatorial Certificates" for contributing to the community with Youth Art Works (Y.A.W.). • I helped At-Risk youth develop interpersonal skill-sets by learning to work within a team painting murals. Job duties included leading a small group of artists through the design process, content research, wall and site preparation, and city council presentation. • I received two "Senatorial Certificates" for contributing to the community with Youth Art Works (Y.A.W.).

    • United Kingdom
    • Software Development
    • 700 & Above Employee
    • 3D Designer/Intern
      • Jan 1999 - Oct 2000

      • 3D/2D Sprite animation, Concept Art, Layout, User Interface Design. Worked on the hit games, Terminator, Adams Family, Neon Nights, and Little Green Men to name a few. • 3D/2D Sprite animation, Concept Art, Layout, User Interface Design. Worked on the hit games, Terminator, Adams Family, Neon Nights, and Little Green Men to name a few.

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