Donnavon Webb

Art Manager | Game Studio at The Pokémon Company International
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Contact Information
us****@****om
(386) 825-5501
Location
US

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5.0

/5.0
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Andrew Maneri

In my eyes, a team is objectively better with Donnavon on it. - Is aggressive about keeping his skill set modern and sharp. - I have yet to see an art style he cannot produce - Technically minded - learns engines as well as DCC tools - Humble - Extremely personable, especially with external partners - Perceptive on a level that I am jealous of He produces technical art - every weird special effect or idea I had that needed assets with strict requirements - I could describe those requirements to him, and he would get it right away. I can count on one hand the number of people I have encountered with that talent.

Stefan Schwartz

You know that saying, "you don't know a good thing, til it's gone".. well, I had the great pleasure of managing Donnavon and recently our paths parted after 6 years of working together. And I have to say, I really miss that big lug, both on a personal and professional level!!! Not only is Donnavon an amazing human being, with integrity, morals and character like no other... but he's proven to be an incredible production artist, and more importantly a leader and mentor to the whole team. He's incredibly meticulous, even to a fault, but his pursuit for excellence is never compromised. He has a strong technical knowledge and keen eye for design. He did an amazing job with the the Star Wars ships on our Attack Squadrons project. He managed outsourcing, drove the pipe line and interfaced with the good folks at Lucas Films through one of the most stringent approval processes known to man in order to achieve the highest standards and quality possible. What has impressed me the most about Donnavon, is his ability to keep a cool head and make intelligent and calculated decisions based on the deep and extensive knowledge of his collective experience throughout his career. He's rarely impulsive and usually right. I came to call him "the voice of reason". Any studio would be lucky to have him. I really look forward to working with Donnavon again and would swoop him up in a heartbeat, so be warned prospective employers... treat him well, cuz i'll snatch em' if I can!! :D

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Credentials

  • Foundations in Design Thinking Certificate
    IDEO U
    Apr, 2022
    - Nov, 2024
  • From Ideas to Action
    IDEO U
    Apr, 2022
    - Nov, 2024
  • Insights for Innovation
    IDEO U
    Feb, 2022
    - Nov, 2024

Experience

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Art Manager | Game Studio
      • Aug 2022 - Present

    • United States
    • Software Development
    • 700 & Above Employee
    • Sr. 3D Artist / XR Content Team / XR Design
      • Jun 2019 - Aug 2022

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Character Artist / Sr. 3D Artist
      • Apr 2017 - Jun 2019

    • United States
    • Higher Education
    • 300 - 400 Employee
    • Professional Advisor Committee Member: MFA and BFA Programs
      • Aug 2012 - Apr 2018

    • United States
    • Software Development
    • 700 & Above Employee
    • Sr. 3D Artist
      • Aug 2015 - Apr 2017

      • Worked within and helped develop cutting edge pipelines to create exceptional VR experiences • Created highly detailed, realistic assets in the most efficient manner possible using the latest tools • Supported internal teams by generating targeted assets and special projects for specific use cases • Worked within and helped develop cutting edge pipelines to create exceptional VR experiences • Created highly detailed, realistic assets in the most efficient manner possible using the latest tools • Supported internal teams by generating targeted assets and special projects for specific use cases

    • United States
    • Software Development
    • 700 & Above Employee
    • Track Artist (Contract)
      • Apr 2015 - Jul 2015

      • Generated new assets and updated existing assets to meet the exceptionally high quality bar of Forza Motorsport 6 • Worked with PBR shaders and advanced lighting pipeline • Worked with complex, deep, proprietary development tools •Solved visual and technical challenges across multiple disciplines You can see images and brief descriptions of my contributions by visiting the Forza gallery on my website: https://www.madyak.com/gallery-forza6 • Generated new assets and updated existing assets to meet the exceptionally high quality bar of Forza Motorsport 6 • Worked with PBR shaders and advanced lighting pipeline • Worked with complex, deep, proprietary development tools •Solved visual and technical challenges across multiple disciplines You can see images and brief descriptions of my contributions by visiting the Forza gallery on my website: https://www.madyak.com/gallery-forza6

  • Area 52 Games
    • Issaquah WA
    • Sr. 3D Artist
      • Jul 2012 - Jan 2015

      As a Sr. 3D Artist on a relatively small team, I was involved in everything from R&D to creating models, textures and rigs for multiple projects. I created iconic ships from the Star Wars universe for the Star Wars: Attack Squadrons game in order to set the quality bar and test the production pipeline I helped develop for the project. I was responsible for all ships and custom ship skins, worked with Lucas Arts/Disney to ensure all assets met approval and oversaw all outsourced ship production. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Sr. Character Artist
      • Oct 2008 - Jun 2012

      • Modeled, rigged, and skinned characters to spec, and to Marvel approval on successfully launched MMO: MARVEL Super Hero Squad Online • Helped develop and maintain character pipeline and documentation • Worked with developers to create custom tools for improving efficiency in several key areas • Spearheaded R&D and special content for various projects and pitches • Trained up and supervised outsourcing partners • Modeled, rigged, and skinned characters to spec, and to Marvel approval on successfully launched MMO: MARVEL Super Hero Squad Online • Helped develop and maintain character pipeline and documentation • Worked with developers to create custom tools for improving efficiency in several key areas • Spearheaded R&D and special content for various projects and pitches • Trained up and supervised outsourcing partners

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Sr. Character Artist | Art Lead
      • Apr 2007 - Oct 2008

      • Established standards by producing proof of concept work • Defined technical requirements for meeting project goals then work with programmers to develop engine level features and tools to help meet those goals • Researched and develop new pipelines and processes • Provided direction and instruction for outsource partners on a daily basis • Created and maintained project related documents including the art bible and schedule • Established standards by producing proof of concept work • Defined technical requirements for meeting project goals then work with programmers to develop engine level features and tools to help meet those goals • Researched and develop new pipelines and processes • Provided direction and instruction for outsource partners on a daily basis • Created and maintained project related documents including the art bible and schedule

    • United States
    • Software Development
    • 1 - 100 Employee
    • Art Director
      • Nov 2006 - Apr 2007

      • Provided art direction for both internal and external projects • Revised and strengthened existing intellectual property that I helped develop years earlier • Established new, more efficient art pipelines • Worked with programmers to improve internal tools and shader functionality • Provided art direction for both internal and external projects • Revised and strengthened existing intellectual property that I helped develop years earlier • Established new, more efficient art pipelines • Worked with programmers to improve internal tools and shader functionality

    • Computer Games
    • 1 - 100 Employee
    • Sr. Character Artist
      • Jan 2003 - Oct 2006

      • Modeled, textured, rigged and animated low poly characters to spec for PS2, GC, Xbox, PC and PSP and mentored other artists • Worked with Unreal and in-house, proprietary game engine • Produced custom content for special projects and game pitches – specifically chosen on several occasions to produce assets for projects where speed and quality were critical • Modeled, textured, rigged and animated low poly characters to spec for PS2, GC, Xbox, PC and PSP and mentored other artists • Worked with Unreal and in-house, proprietary game engine • Produced custom content for special projects and game pitches – specifically chosen on several occasions to produce assets for projects where speed and quality were critical

    • United States
    • Software Development
    • 700 & Above Employee
    • Contract Artist
      • 2002 - 2002

      • Produced low poly models including weapons, scenery and aircraft variants • UVed and textured models – often hand painting textures from scratch and using photo source whenever available • Created LODs and damage states for assets • Contributed creatively to the design process while working effectively with a large team • Produced low poly models including weapons, scenery and aircraft variants • UVed and textured models – often hand painting textures from scratch and using photo source whenever available • Created LODs and damage states for assets • Contributed creatively to the design process while working effectively with a large team

Education

  • IDEO-U
    Foundations in Design Thinking Certificate
  • Mold3D Academy
    2015 - 2015
  • CG Master Academy
    2015 - 2015
  • Bellevue College Continuing Education
    2015 - 2015
  • Lansing Community College
    Associates, Applied Art
    1990 - 1993

Community

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