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![hand-painted-watercolor-little-pink-dino](https://static.wixstatic.com/media/9bdc29_3a8aaba4c73e425bae56bcb8aead07e7~mv2.png/v1/fill/w_63,h_42,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/hand-painted-watercolor-little-pink-dino.png)
BINGO BASH
Role: Game Artist (Technical) - Intern (GSN Games) + Technical and Animation Team Lead (WhiteBud Studios)
Responsibilities: Integrating art for Bingo Rooms, and live ops (sales and events) on both Adobe Animate (Flash) and Unity, Managing the Animation team and handing the Technical Art at a Service Based Startup.
Tools: Adobe Animate, Unity, Photoshop, Jira, Google Suite, SVN, ClickUp
Duration: 1.5 years
Genre: Social Casino
About the Role at GSN Games:
Worked as a Technical Artist in Bingo Bash bridging the gap between Artists and Developers. My prior of Unity played a vital role during the transition of the game. Initially, I was introduced to Adobe Animate and picked it up quickly, and took on major responsibilities. During the last phase of the game's transition, I single-handedly worked on the final sales and event files that would go out for the Flash. Post this, I moved to the Unity team and started integrating and optimising art for Bingo Rooms and Live Ops. I also worked closely with Designers to understand their design process and actively shared my opinions on the art with the art team.
About the Role at WhiteBud Studios:
GSN Games was a client for the studio. As I had prior experience with Bingo Bash, I lead the Animation team and handled the entire Technical art work for the game. I also engaged with the clients directly. I worked on building a pipeline for the animation team to make the process smoother and looked into optimisation and final tweaks.