Jon Jones is a veteran Art Outsourcing Manager and Art Producer in the video game industry with 40+ titles under his belt. He is currently based in New York City running smArtist, providing contract art outsourcing and production services to the game industry.
Jon manages a comprehensive network of international artists pulling from a wide range of skill sets and experience with all platforms. His skillset, primarily focused on outsourcing, includes sourcing contract talent, developing full-project art production plans including budgets and schedules, administrating and deploying industry-standard project management tools, building and optimizing art pipelines, documenting and deploying technically complex proprietary tools and training external artists to use them, and managing large teams of artists of all disciplines.
Clients and employers include Epic Games, 2K Games, Sony Online Entertainment, Riot Games, Avalanche Studios, NCsoft, Playdom, The Workshop, Groove Jones, and many others.
His website is www.jonjones.com and contains over a decade of original content focusing on outsourcing, art production, technology, and career advice for aspiring game developers.
You've seen the Unreal Engine Marketplace and the Unity Asset Store. Many developers are making a living selling content there. Could that work for you? Here's a complete guide how to enter those markets and thrive as an indie content developer.
I hear a lot of criticism of LinkedIn from game developers. What am I supposed to do with LinkedIn? Should I care? I'll show you why it matters, what not to do, how to get a pro-level profile set up, and power-tips on using LinkedIn to get a job.
Are you thinking of making the leap to being a full-time freelance contractor? Here are a few things you should know before making such a huge transition.
With the spate of layoffs recently, I've been thinking of how to assess a studio's health so you can predict whether or not doom will come, and when. These are various ways I usually assess a studio's health and how to anticipate looming disaster.
[Blog - 12/23/2014 - 01:40]
Wow. Thank you. I never ...
Wow. Thank you. I never felt like this was something over which I deserved an apology or acknowledgement, and I hope it didn 't seem as though I expected one, but I sincerely appreciate this. I can 't imagine that this was easy to do. No worries at all.
[Blog - 04/21/2014 - 11:46]
Great article And since it ...
Great article And since it 's relevant, I actually run a site called Game Pitches www.gamepitches.com that houses the initial game pitches and design documents for a broad variety of games, both successful and unsuccessful. I thought I 'd mention it as a potential complementary learning resource.
[Blog - 03/04/2014 - 11:58]
Wow. I empathize completely with ...
Wow. I empathize completely with your situation and I sincerely hope things turn around for you. However, I hope you put this under a pseudonym, because publishing a rant about how you can 't get a job is not going to help your case. Employers use Google to look up ...
[Blog - 02/20/2014 - 03:39]
I emphatically agree with your ...
I emphatically agree with your points about information-sharing and documentation. In fact, I 've spent nearly 11 years blogging and writing about art production and outsourcing best practices for games to help develop and share best practices. r n r nHowever, man.. Alzheimer 's is a very unfortunate label to ...
[Blog - 11/06/2013 - 04:03]
[Blog - 11/05/2013 - 02:00]
Loved the article It 's ...
Loved the article It 's rare to get a production breakdown like that from outsourcing studios. Clever reuse of assets and use of resources. I 'm definitely interested in learning more about the requirements of making a hidden puzzle game and what your 2D overpainting processes are like. This is ...