Stevie Galliart is a digital artist with experience in film, animation, and videogames. She has written, boarded, and directed multiple projects of various mediums and styles, and her indie developer history has trained her to value and build more than one skilled discipline.
Stevie is a UNM alumni of the Interdisciplinary Film & Digital Media program with a BFA in Production and is particularly experienced in Maya, Unity, Premiere, and Photoshop. She is passionate about storytelling, and aspires to someday produce original short films under her own animation studio.
Stevie's biggest goal in life is to break the common stigma that animated film and games are only for children.
Completed a one month apprenticeship program at dev studio, learned the company proprietary software for cutscenes and gameplay within that month, and created a functional integrated gameplay-and-cutscene player experience using the software and the assets provided.
Worked closely with client team to create, modify, and deliver high-quality organic and hard-surface models of various company machinery, with the end result being displayed in a runtime Virtual Reality environment via company proprietary software.
Led a small art team of 5 people and kept oversight on multiple projects such as an animated TV spot, an educational videogame for children, and two documentaries under part of a National Science Foundation research grant. Illustrated, modeled, and textured environment assets for the educational videogame, keeping in mind game engine and graphics capabilities regarding poly count, mesh topology, and texture resolutions.
Worked with director on creating various environment paintings, using provided sketches and specific color palettes as a base to create compositions that must be able to accommodate overlaying characters and text boxes in cinematics further down the work pipeline.
Boarded multiple sequences featuring complex dolly, crane, drone, and helicopter camera shots for live action film, in addition to creating detailed vehicle, environment, and technology concept art and model sheets for reference in visual effects sequences. Also wrote a technical guide containing notes explaining how my mechanical designs would work so that modelers, riggers, and animators could refer to it if needed.