Art Director and senior technical animation leader with 16+ years of experience shaping creative vision, scaling multidisciplinary art teams, and delivering high-quality game productions across AAA, mobile, VR, and independent titles. Proven ability to align stakeholders across art, design, engineering, and production while maintaining artistic cohesion and production efficiency. Skilled in building scalable art pipelines, mentoring teams, and driving end-to-end execution from pre-production through launch. Strong hands-on technical expertise in character systems, technical art, rigging/animation systems, and real-time development—focused on achieving project goals on schedule without sacrificing quality.

Misty L Loreen

Art Director and senior technical animation leader with 16+ years of experience shaping creative vision, scaling multidisciplinary art teams, and delivering high-quality game productions across AAA, mobile, VR, and independent titles. Proven ability to align stakeholders across art, design, engineering, and production while maintaining artistic cohesion and production efficiency. Skilled in building scalable art pipelines, mentoring teams, and driving end-to-end execution from pre-production through launch. Strong hands-on technical expertise in character systems, technical art, rigging/animation systems, and real-time development—focused on achieving project goals on schedule without sacrificing quality.

Available to hire

Art Director and senior technical animation leader with 16+ years of experience shaping creative vision, scaling multidisciplinary art teams, and delivering high-quality game productions across AAA, mobile, VR, and independent titles. Proven ability to align stakeholders across art, design, engineering, and production while maintaining artistic cohesion and production efficiency.

Skilled in building scalable art pipelines, mentoring teams, and driving end-to-end execution from pre-production through launch. Strong hands-on technical expertise in character systems, technical art, rigging/animation systems, and real-time development—focused on achieving project goals on schedule without sacrificing quality.

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Work Experience

Art Director / Senior Technical Animator at Kyo So Interactive, Inc.
December 1, 2024 - May 1, 2026
Led delivery of a mobile title on an aggressive production schedule by establishing creative vision, art pipelines, production goals, and cross-disciplinary workflows, resulting in a polished launch on schedule. Implemented structured task tracking and production processes for improved workload transparency, milestone forecasting, and consistent delivery. Managed daily art reviews and mentoring for a six-artist team, improving visual consistency across 300+ assets while reducing rework/review cycles by 20%. When resourcing bottlenecks emerged, contributed directly across art creation, technical art, animation, UI/UX, design, and production management to meet deadlines without sacrificing quality. Partnered with design and engineering teams to redesign/refine UI/UX systems, improving gameplay clarity, reducing onboarding friction, and increasing player retention by 30%. Created and implemented spine-based character rigs and animation systems to improve responsiveness, visual appeal, a
Art Director / Senior Technical Animator at Kyso Interactive, Inc.
December 1, 2024 - May 1, 2026
Directed a mobile title under an aggressive production schedule, establishing creative vision, art pipelines, and cross-disciplinary workflows. Implemented structured task tracking and production processes to improve milestone forecasting and delivery consistency in a small team. Led daily art reviews and mentorship for a six-artist team, improving visual consistency across 300+ assets while reducing review/revision cycles by 20%. When resources became a bottleneck, contributed directly across art creation, technical art, animation, UI/UX design, and production management to maintain quality and meet deadlines. Partnered with design and engineering to redesign and refine UI/UX systems, improving gameplay clarity and onboarding friction, and increasing player retention by 30%. Built spine-based character rigging and animation systems to improve character responsiveness, visual appeal, and engagement. Delivered on schedule and supported scalable character content needs.
Rigging Generalist at Premise Entertainment
November 1, 2021 - May 1, 2022
Developed production-ready character rigs for film work featuring muscle simulation and facial deformation systems to improve animation quality and character believability. Diagnosed and resolved complex anatomical deformation issues, including sculpting detailed muscle responses and applying corrective deformation systems to increase visual fidelity during demanding performance sequences. Addressed challenging skinning and rigging requirements by leveraging Autodesk Maya, Physical Shape Deformers, and proprietary technologies to deliver stable, production-ready character solutions. Reduced animation issues and revision cycles by applying expertise in anatomy and biomechanics, building robust rigs optimized for Maya and Unreal Engine workflows. In a remote, multi-time-zone environment, consistently met project deadlines through proactive communication and self-directed task management.
Rigging Generalist / Character Rigging at Premise Entertainment
November 1, 2021 - May 1, 2022
Supported realistic digital performances for film production by developing advanced character rigs featuring muscle simulation and facial deformation systems to improve animation quality and character believability. Diagnosed and corrected complex anatomical deformation issues to reduce realism loss during motion, sculpted detailed muscle responses, and implemented corrective deformation systems to improve visual fidelity in demanding performance sequences. Leveraged Autodesk Maya, Physical Shape Deformers, and proprietary technologies to deliver stable, production-ready character solutions. Reduced animation issues and revision cycles by applying expertise in anatomy and biomechanics, building robust rigs optimized for Maya and Unreal Engine workflows. Collaborated across multiple time zones in a remote production environment through proactive communication and self-directed task management to consistently meet project deadlines.
Character Technical Artist at Predator: Hunting Grounds | Illfonic LLC
January 1, 2021 - January 1, 2022
Supported a high-profile AAA production by delivering character rigging and skinning solutions for production assets while consistently meeting quality and schedule expectations. Diagnosed and resolved complex deformation issues that threatened asset quality, improving in-engine character performance. Independently executed technical art tasks with minimal supervision as project requirements evolved, contributing to efficient asset delivery and production continuity. Maintained close collaboration with artists, animators, and engineering teams to ensure technical solutions aligned with project schedules and implementation requirements.
Character Technical Artist at Predator: Hunting Grounds (Illfonic LLC)
January 1, 2021 - January 1, 2022
Delivered production-ready character rigging and skinning solutions for a high-profile AAA production while consistently meeting quality and schedule expectations. Diagnosed and resolved complex deformation issues that threatened asset quality, improving in-engine character performance. Independently executed technical art tasks with minimal supervision while supporting efficient asset delivery and production continuity. Maintained close collaboration with artists, animators, and engineering teams to ensure technical solutions aligned with project schedules and implementation requirements.
Art Lead / Technical Animation Lead at Hashbang Games Inc.
January 1, 2021 - May 1, 2023
Scaled the art and animation department from one to five team members as the studio expanded production capabilities. Established pipelines, resource management practices, style standards, and mentorship routines to improve productivity and content quality. Improved cross-department collaboration through daily standups, sprint planning, performance reviews, and art critiques—resulting in better communication and more predictable production outcomes. Served as primary art/animation liaison for rapid technical issue resolution, maintaining stakeholder confidence throughout development. Accelerated pre-production and gameplay development by creating character rigs, gameplay animations, prototype systems, and technical solutions that reduced iteration time and improved team efficiency and implementation time by 25%. Used Maya, Unity, Unreal Engine, MEL scripting, and API integrations to streamline workflows and improve animation implementation across projects. Guided projects from co
Lead Game Art and Animation Instructor at Academy of Interactive Entertainment
July 1, 2017 - June 1, 2021
Directed curriculum strategy and program development to keep graduates competitive in a rapidly evolving industry. Designed course materials, production example assets, and instructional content to improve accessibility and learning outcomes. Led creative direction for 20+ student developers across multiple production cycles, resulting in successful client projects, portfolio pieces, and competition submissions. Mentored artists, animators, and technical artists on portfolio development and production workflows to support industry-aligned skill building. Coordinated across faculty, administration, board members, and stakeholders to establish consistent educational roadmaps aligned to accreditation and placement objectives.

Education

Bachelor of Applied Science in Game Art and Design at Art Institute of Seattle
January 1, 2010 - July 14, 2026
Bachelor of Applied Science in Game Art and Design at Art Institute of Seattle
January 1, 2010 - July 14, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Education, Software & Internet

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