VIDEO GAME INDUSTRY
15 YEARS ART & TECHNOLOGY
PLATFORMS & SOFTWARE
Pipeline & Tracking Software . Microsoft Suite . Adobe Suite . Traditional & Digital Art . Maya . Zbrush . Clo3d . Marvelous Designer . Substance . Mixer . Quixel Bridge . Megascans . Unreal Engine . Proprietary Game Engines at Sony and EA.
CLIENTS & PAST WORK
Ted Talks . Adobe . Comic-Con . Sundance . The Walt Disney Company . Frederator Studios . NBC Universal . 2k Games Ottawa International Animation Festival . Omaha Animation Festival . Nickelodeon Studios . Bottle Rocket Entertainment Electronic Arts . Sony Computer Entertainment . Blind Squirrel Games . Nintendo Wii . SIXR . Mocap Now . MXTreality & MyPad3d . MGM Grand . Ted Talks . Sundance . Lightning in a Bottle . Sonic Bloom . Envision Festival . Siggraph . Comic Con
Vero Lyn Esque is a multidisciplinary artist with a technical and business savvy mindset. This big picture thinker has a diverse background spanning across traditional and digital art content. Eleven professional years at AAA studios 10-500+ team members in main campuses and sister studios of Sony Computer Entertainment America & Electronic Arts. Years following she aided in producing platforms of 100-30,000+ attendees at Envision Festival, Comic Con, Sundance, Ted Talks, Lighting in a Bottle, and Siggraph. Vero designed in-house workshops for Disney Interactive, Electronic Arts, Various Colleges and Universities in Southern California and the Midwest, and non profit education companies for youth. In recent years she created custom textures for the Fashion & Interior Design industry as a creative director and producer overseeing domestic and international production teams from concept incubation to customer product shipping as well as digital fashion, environment asset development for metaverse projects. Currently Vero is leading interactive exhibitions featuring fine art wall and sculpture international public art with technology partners and sponsors. She is also a developer on various hardware and software teams integration with developers for creation of toon stylized bespoke characters and realistic Unreal Engine Metahumans pipelines. Maya, Zbrush, Metahuman, Photoshop, Substance, Marvelous Designer workflow. Development of Character Systems facial rigs : morph targets and blendshapes, modeling, uv unwrap, texturing, hair, props, rigging, skinning, and motion capture for media releases with HTC Vive, Xsens, StretchSense, and Faceware