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Colin Mancer
Colin Mancer
Product Designer - Software Developer - Artist - Animator
Toronto, Canada

Summary

● Highly motivated and creative manager and developer with over 13 years of experience in the software development industry.
● Proven ability in software development with experience developing all components of visual design from concept to final iteration.
● A team builder who is skilled in managing direct reports and external agencies to achieve development studio’s vision on time and on budget.
● Adept at solving challenges associated with working on new technologies.
● Proven ability to work effectively from remote, offsite location.
● Proficient in the following: Unity, Blender, Adobe Creative Suite, SVN, Jira, Confluence for both Mac and PC.

Skills

Game Development3D Modeling3D Animation2D AnimationUI DesignCharacter DesignConcept ArtEnvironment ModelingEnvironment DesignLevel DesignStoryboardingLightingVideo EditingSound DesignStorytellingGame DesignUnityAdobe Creative SuiteProducing

Software proficiency

Unity
Unity
Blender
Blender
Photoshop
Photoshop
Illustrator
Illustrator
After Effects
After Effects
Premiere
Premiere
Spark AR
Spark AR
Jira
Jira

Reel

Productions

    • Mobile Game
      Neon Diver (upcoming)
    • Year
      2020
    • Role
      Product Designer, 3D Modeler, Animator, Level Designer, UI Artist, Producer
    • Company
      Monkeyface Studios
    • Mobile Game
      Circularium
    • Year
      2015
    • Role
      Product Designer, Lead Artist, Animator, UI Artist, Producer
    • Company
      Monkeyface Studios
    • Video Game
      Sound Shapes (PS3/PS4/PS Vita)
    • Year
      2012
    • Role
      Lead Artist, Animator, Level Designer, UI Artist, Producer
    • Company
      Queasy Games

Experience

  • Studio President, Product Designer and Artist at Monkeyface Studios
    Toronto, Canada
    September 2014 - Present

    Studio president and lead artist on two game titles created in-house Neon Diver (iOS, Android, Steam) and Circularium.

    ● Designed UX, UI including: in-game menu systems, game icons and store assets.

    ● Served as artist, animator and level designer responsible for development of all in-game visuals.

    ● Created and maintained project schedules to ensure projects were on track and on budget.

    ● Managed external sound design studio (South River Sound).

    ● Led discussions with international publishing partners and OMDC stakeholders (Neon Diver was awarded an OMDC Interactive Digital Media Fund grant in 2015).

  • Technical Artist and Product Designer at Connected IO
    Toronto, Canada
    February 2019 - June 2019

    ● Designed mechanics and functionality for a variety of products from early ideation to prototype phase.

    ● Developed and integrated assets into mockups and prototypes to serve as early-stage Proof of Concept.

    ● Developed products targeting several emerging technologies including: mobile AR, VR-180 (including designing

    fully-functioning spatial soundscape), and 3D printed a promotional model.

    ● Created and hosted internal seminar “3D Pipeline: Blender to Unity” focusing on 3D modeling, rigging, animation and Unity integration.

    ● Created “sizzle reel” marketing video clip to showcase the broad range of product development capabilities at Connected.

  • Lead Artist, UI Designer at MK Ultra
    Toronto, Canada
    September 2013 - July 2014

    Developer on Knight and Damsel, a 2-player competitive game title released on Ouya and Steam.

    ● Designed front-end assets and UI artwork.

    ● Created assets and animations for main characters and block entity designs.

    ● Served as lead environment and effects artist.

    ● Developed optimization and export strategies for game assets with lead programmer.

  • Lead Artist, Animator, Level Designer, UI Designer, Producer at Queasy Games
    Toronto, Canada
    December 2010 - August 2013

    Developer on Sound Shapes, an award winning musically-based platforming game for the PS3/PS4 and Playstation Vita systems.

    ● Created album covers for “Beyonder”, “Car DLC”, as well as 4 other DLC album covers used in-game and promotionally

    ● Directed User-Interface Artist through the development and refinement of entity menu UI assets.

    ● Designed store icons for all DLC packs post-campaign release.

    ● Managed external artist asset pipeline and acted as liaison between artists and studio while overseeing quality control for externally created elements.

    ● Responsible for art, animation, environment and level design for all elements featured on “Beyonder” levels of campaign in addition to “Car DLC” levels. Also responsible for all environment art on Beck “Cities” levels.

  • Character Designer, 2D Animator, Environment Artist, Producer at Hyperawesome Entertainment
    New York City (working remotely), Canada
    May 2005 - November 2010

    Developer on Shadowtale, a dungeon crawler browser-based RPG.

    ● Managed two external overseas art studios during art asset creation and development.

    ● Collaborated with senior developers to define game’s overall direction and core mechanics.

    ● Sole environment artist for game and created complete animation set for main character plus a large variety of enemy characters.