Experienced Freelance MultiMedia Designer with a demonstrated history of working with large and small teams. Skilled in 3D Modeling-Printing, Adobe Creative Suite, Laser Cutting, Web Design, and Arduino circuitry. Strong arts and design background with a Professional Certificate in Digital Game Development focused in Environmental Storytelling Level Design.
CHRIS P COYNE
Professional Certificate in
Digital Game Development
2016 - 2017
SOUTHERN METHODIST UNIVERSITY
MEADOWS SCHOOL OF THE ARTS
Bachelor of Fine Arts
2012 - 2016
MEDIA ARTS COLLABORATIVE CHARTER SCHOOL
High School Diploma
2008 - 2012
JIRA / TRELLO
3DS / MAYA
-The Walt Disney Company (Nov 2021– Present)
Average of 1,500-1,800 photos per day with an average of 1,500 downloads per week.
Trained at Hollywood Studios with cross training for Galaxy’s Edge.
Multiple awards for Photo of the week.
Disney Hollywood Studios Operations
-The Walt Disney Company (June 2021– Nov2021)
Ensuring the safety of thousands of guests per hour on the Tower of Terror, an Otis Elevator drop ride.
Supervisor of ride motion for guests.
Worked with Walt Disney Imagineering on sound profiling.
Disney College Program Asia Operations
-The Walt Disney Company (May 2019 – Mar 2020)
Ensuring the safety of thousands of guests per hour at Expedition Everest - Legend of the Forbidden Mountain, a Vekoma roller coaster and Kali River Rapids, an Intamin raft ride.
Analyzing guest flow for Safety, Courtesy, Show and Efficiency at two shows: Up: A Great Bird Adventure, a free flight bird show, and Rivers of Light, Animal Kingdom’s nighttime water show.
Provide information and assistance to Walt Disney World Animal Kingdom guests.
Head of Marketing and Public Relations
-House Pixel Games (June 2018 - Apr 2019)
Launched and maintained ad campaigns and budgets using Hootsuite management tools in an Agile development environment.
Designed and assembled press kits, website, and web stores for Mowin’& Throwin’.
(Steam, Nintendo PlayStation, and Xbox platforms)
Acted as studio point of contact for media outlets and Influencers.
Maintained all social media platforms for Mowin’& Throwin’ Development and release.
VFX Multimedia Animation Intern
-Booz Allen Hamilton (May 2014 - Aug 2014)
Collaborated with clients and fellow artists on the team to determine the After Effects VFX Compositing needs and executed those projects.
3D modeling and optimizing in MAYA and 3DS Max to be used on iOS and Android builds.
Archived projects, audio production, GUI designer of multi-platform games in Unity
Quality assurance review testing and bug fixing.
-AroundCampus Group Part Time (Feb 2016)
Public relations and marketing work demonstrating the new HTC Vive virtual reality headset.
Presented product’s capabilities to industry professionals prior to public release.
-SMU Student Media (Aug 2013 - May 2016)
Supervised and managed a staff of 7 photographers.
Lead photographer and photo editor for all of Southern Methodist University’s division one sporting events and other university activities.
Interacted with and photographed high profile figures & dignitaries, such as former U.S. Presidents.
Multimedia Visualization Intern
-Lockheed Martin (May 2011 – Aug 2012)
Researched Gigapixel viewing of scientific data this data was published in a scientific journal and the technology has been used by various companies and federal agencies.
Subject matter expert for 3D modeling in MAYA visualizing scientific data.
Worked on the Multimedia R&D team in developing a gigapixel viewer for Big Data.
Designed graphical user interfaces for Perspective Pixel multi-touch displays.
Virtual Outlaw (Jan 2018 - Jul 2018)
• Game and Level designer on an individual VR project made in UE4.
• VR western shooter made for HTC Vive, Oculus Rift and Windows Mixed Reality.
• Came up with initial design document and implemented those designs.
Re:bound (June 2017 - Dec 2017)
• Level and audio designer on a 17-person Scrum and Agile development team.
• Made in UE4 and developed for the PlayStation 4 and the PC.
• Re:bound is a single player game without any loading screens.
• Built prototype whiteboxes and all audio, with UE4's built-in audio.
• Created dynamic audio that is dependent upon player's activity.
Auxilium (Jan 2017 - Mar 2017)
• Level designer on a 50-person Scrum and Agile development team.
• Class based capture the flag game made in UE4.
• Four maps and five character classes, each with unique abilities and power-ups.
• Implemented my whitebox into a fully working level. (Atreum)