PG

Petra Goodrich

Character Art Director at Liquid Development

Petra Goodrich has a diverse work experience in the field of 3D art and animation. Petra started their career as a Game Writer/Design Lead at Pixel Army in 2014. Petra then worked as an Art Lead at Flatline (Indie Dev Team) and later joined Stratagem Studios as a 3D Modeler and Animator in 2015. In 2016, Petra worked as a 3D Artist and Animator at Flatine (Indie Dev Team) and also as a Character/Creature Artist at Supergenius Studio. In 2017, they joined TAPM Systems as a Character Artist. From 2015 to 2017, Petra also worked as a Technology Center Help Desk at The Art Institute of Portland. Currently, Petra is working at Liquid Development, where they started as a 3D Artist in 2018 and then progressed to the roles of Lead 3D Character/Creature Artist and Character Art Director.

Petra Goodrich obtained their Associate's degree in General Studies from Clackamas Community College during the period of 2010 to 2012. Later, they pursued their Bachelor's degree in Game Art & Design at The Art Institutes from 2014 to 2017.

Location

Kalispell, United States

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Liquid Development

At Liquid Development, we know creating content for the next-generation of gaming machines can be a grueling process for publishers. The amount of assets required by these new state of the art games can break any budget! Assembling the team of artists is a tough job in itself, but occupying their time in between projects can be downright impossible. Not to mention, finding the resources to create a specific element of a game can often take longer than the task itself. Enter Liquid Development. Using our resources allows the publisher to do what they do best: create great games, instead of managing a room-full of artists. Liquid Development has the experience to step in at any point in the process and produce art that is top-notch and true to the designer's vision. Our management can combine talents from multiple artists and create a cohesive array of content. Because of our art director experience at previous organizations, we know the frustrations that publishers often face when trying to implement the work of multiple teams of artists. We know that this experience comes as a refreshing change to most publishers.


Headquarters

United States

Employees

51-200

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