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Samuel Thompson
Samuel Thompson
Lead UI Artist @ Super Evil Megacorp
Los Angeles, United States

Summary

For the last 15 years, I have been creating imaginative characters, icons, and production assets, for everything from small indie games, to massive online giants. I specialize in 2D concept and icon creation, and have extensive experience in ready-to-ship UI implementation.
I have a great love of high energy teams, collaborative environments, and complex design challenges. I adapt quickly to new tasks, communicate effectively across multiple disciplines, and always strive to uplift any team I work with.

Skills

Concept ArtUI DesignCharacter DesignWorld BuildingDigital PaintingTexturing3D Modeling

Software proficiency

Maya
Maya
Photoshop
Photoshop
ZBrush
ZBrush

Experience

  • Lead UI Artist at Super Evil Megacorp
    July 2020 - Present

    I oversee the concepting, development, and implementation of all UI systems at SEMC, collaborating across multiple departments and projects (including Catalyst Black, TMNT: Splintered Fate, and the new Netflix game Rebel Moon: Blood Line). This includes visual exploration, game asset production, and in-engine UI construction.

    Additionally, this also includes managing the internal UI team, and external UI outsourcers, as well as working closely with engineering to further develop our UI tools.

  • Art Director (Contract) at Windwalk Games
    Los Angeles
    August 2019 - July 2020

    Creating UI, game and marketing assets, as well as assisting in the artistic direction and development of the upcoming Steam game 'Enemy On Board'

  • Concept Artist at Freelance
    Los Angeles
    March 2016 - July 2020

    Designing characters, props, logos, and UI assets for clients such as Riot Games, PUBG, and Super Evil Mega Corp

  • Concept Artist at Riot Games
    Los Angeles
    September 2011 - February 2016

    Worked on over 40 Skins, and multiple champions for League of Legends; Collaborated extensively with the world building team on crests and logos for League of Legends factions; As well as helping to design trophies, medals, and championship rings for eSports tournaments (including the iconic World Championship ‘Summoner's Cup’).

  • 3D Animation TA (Student) at Brandeis University
    Waltham
    September 2010 - May 2011

    Assisted in teaching fundamentals of 3D modeling, texturing, rigging and animation, through critiques, demos, and mentorship.

    (While pursuing a Masters in Computer Science)

  • Life Drawing TA (Student) at Otis College of Art & Design
    Los Angeles
    September 2006 - January 2009

    Assisted in teaching fundamentals of anatomy, form, and gesture through critiques, demos, and mentorship.

    (While pursuing a Bachelors in Digital Media)

  • Concept Artist (Intern) at Amalgamated Dynamics
    Los Angeles, United States of America
    July 2008 - August 2008

    Developed character concept art in collaboration with Oscar winning Effects Designer, Tom Woodruff Jr.

  • Concept/3D Artist (Intern) at Dream Machine Studio
    Los Angeles, United States of America
    May 2008 - August 2008

    Created art and orthographics for in-game characters, as well as modeling and texturing characters, and game assets

  • 3D Artist (Contract) at Institute for Creative Technologies
    Los Angeles
    June 2007 - August 2007

    Modeled and textured 3D assets for an immersive tactical simulator for the Department of Homeland Security