Jerrett Lloyd Farmer

Project Manager with two decades of experience in Computer Graphics and Software Engineering.

Game Maker

Thanks for visiting my site. I make video games, websites, animations, and applications. Though I generally lead teams, I enjoy hands-on programming and creating art. I’m well known for my work ethic and enthusiasm. Recommendations from every manager I’ve had over the last fifteen years are HERE.

I have been employed as a Producer, Project Manager, Software Architect, Programmer, 2D/3D Production Artist, Art Director, and Lead Technical Artist. I've worked for Image Comics: Top Cow, Activision, and FOX studios. I have worked on licensed properties for Marvel, Universal, and Warner Brothers studios. A list of my most notable projects is HERE.

Specialties: Producing, Project Management, Project Coordination, Software Architecture, User Interface Design, Object Oriented Programming, Scripting, Art Direction, 2D/3D Digital Art, Modeling, Illustration, Web Master, Video Editing. A detailed list is HERE.

Software: Highly proficient in Photoshop, 3ds Max, Flash, Actionscript, JSFL, Javascript, Dreamweaver, HTML, PHP, CSS, MySQL, and Premiere just to name a few. A detailed list is HERE.

Feel free to CONTACT ME regarding help for any of your projects.

Below are my references from every manager I've had over the last fifteen years. Nothing is more important than making my clients/employers happy. I'm batting a thousand in that regard. To be honest, I have been very lucky in the manager department. Having a great boss is a little bit of heaven. Good managers appreciate honesty first above all. Second, they like enthusiasm. Third is a tie between hard work and being responsible. I bring it all.

Derek Frost

CEO, Vision Strike Ware

 

"Along with years of experience and talent as a producer and designer of game software, Jerrett's rare attitude and eagerness to work with others has made knowing and working with him a unique experience. I have worked with Jerrett on many projects and have recommended him for other projects that he has performed to expectations and has delivered. If you are in need of persons with these abilities, Jerrett is certainly going to make it an easy decision."

Ilana Horwitz

Head of Production, ClickN KIDS

 

"Jerrett is the type of person who has enough knowledge to be an asset in every stage of digital production. He's able to set up templates for animators and write scripts for developers, as well as structure some really intense spreadsheets necessary for production management. As a Project Manager, Jerrett has a keen eye for budget tracking and the ability to keep his projects on-schedule. As a team member, Jerrett is a joy to work with; funny, charming, and very enthusiastic. I would recommend Jerrett to anyone in need of a strong Project Manager/Producer."

Iman Khabazian

Techincal Director, ZeroG Games

 

"Because of his elite team work skills, ability to put on many hats, creative and technical skills, Jerrett is an A+ player and a benefit to any team. After working with Jerrett, I came up with a rule of thumb that has served my projects well, I always try to get at least one "Jerret" on any project I am doing. By that i mean the value of someone who is completely dedicated to the project and to his team can never be understated."

Jack Mamias

Director, Activision Studios

 

"Jerrett Farmer is a treasure. We worked together on some of the most challenging and rewarding titles Activision every developed internally. Jerrett was passionate, hard-working and was a pleasure to be around. I can easily recommend him for any project under consideration."

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Producer

Project Management, Coordination, Scheduling, Purchasing, Cheerleading

 

My favorite job in the world is working as a Producer/Project Manager, Coordinator. I love working with people more than I do machines. It’s rare that I run into a personality type with whom I don’t get along. I’m great at inspiring people to give their best since I see can see their potential and I am able to bring that out. I consider managing a form of art. The main thing that supervisors have reported back to me is that I make an office more fun, exciting, and friendly which in turn boosts functionality and morale. This is the greatest compliment that I have been paid and I always work to make sure each team I’m part of gets the best of me. Also my ability to translate technical jargon to common language is an incredible asset to those I work for.

MS Project

Base Camp

JIRA

Confluence

Word

Excel

Outlook

PowerPoint

Agile

OneNote

Crowd

Gantt Chart

Programmer

Software Architecture, Interface Design, Object Oriented Programming, Scripting

 

I have been programming since I was eleven years old. I have programmed in nearly every computer language to exist. Below is a list of languages I’ve used over the last few years. My current favorite programming tool is GameSalad. Although understanding computer logic is still required to maximize the utility of this tool, it makes syntax errors a thing of the past.

Actionscript

JSFL

Javascript

GameSalad

HTML

CSS

Eclipse

FlashBuilder

Sencha

PHP

MySQL

XML

Jquery

AJAX

Python

MAXScript

Mel

Java

Git

Stash

Fisheye

Bamboo

SVN

Tortoise

Artist

Art Direction, Technical Art, 2D/3D Digital Art, Animation, Modeling, Illustration, Texture Creation, Lighting, Photo Editing, Photography, Video Editing

 

Making art is the most fun I can have at work. After a long day of work on a video game, artists go home fulfilled. I’ve been using 3D software since it was invented in the 1980’s. I’ve been using 3DS Max since it was in beta. I’m a classically trained illustrator and have great timing when it comes to animation. I currently love to draw on my Surface Pro tablet.

Photoshop

3ds Max

MAXScript

Maya

Mel

Flash

ToonBoom

ZBrush

Premiere

AfterEffects

Audition

Edge

Fireworks

Illustrator

InDesign

WebMaster

Design, Implementation, Frontend, Backend

 

I’ve been making websites since the mid-1990s. The X-Files was my first major site. It was the number one site for approximately six months. I’ve used nearly all of the technology and software that have come and gone over the years.  Currently, I’m in love with Adobe Muse. This site was effortlessly made with it. I didn’t have to write or edit a line of code. I strongly recommend it for your next project.

DreamWeaver

Muse

PHPRunner

SiteGrinder

HTML

CSS

PHP

MySQL

Flash

Javascript

Jquery

AJAX

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I can also be contacted through LinkeIn.

Contact

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Below you will find my portfolio covering the projects I've worked on that most people have heard of. Though I've worked on countless projects, the ones I've included have a special place in my heart and helped define the skill set that makes me incredibly versatile and adaptable to the challenges at hand.

Activision

So you’re hired for your dream job at your dream company circa mid-nineties, which project do you pick to be on? One of the established properties like Pitfall or Zork? Nah, you choose an obscure OEM title that has something to do with something called 3D Accelerator cards.

Though my choice confused HR, it was a great move on my part. I had been waiting for 3D accelerator cards since the 80s. I knew what they represented and how they would change gaming. I started out as a 2D texture artist on the 3D ATI project. I slapped photos onto everything in the game. I had a brilliant knack for making them tile in a non-repetitive way. Which would result in these textures being used in various games for many years after.

I moved to MechWarrior Mercenaries were I would receive my first art direction credit. I was the first technical artist at Activision. By the end of my run, my job was to jump from title to title and help them bring their projects back on schedule and budget. I have a knack for that as well.

Image Comics: Top Cow

Working in comics was a blast. I’m still friends with most of the people I worked with at the Cow. They continue to make great comics to this day.

I ran the production department that was responsible for getting the comics colored, lettered, combined with ink, and prepped for printing. I also did some coloring myself.

The coolest thing I did while there was merge pencil art with 3D models. To my knowledge, I’m the first person to mix the two in this way. Whenever we needed a silver head or girl covered in circuit boards, I broke out Poser and 3D Studio to create detail that hadn’t been witness in comics before that time.

I was also very fortunate to receive great instruction in all areas of comic production. My favorite piece of art is the illustration to the left that I made under the instruction of Mike Turner, the creator of Witchblade.

X Files

Immediately after launch, the X Files website was the most popular website that year and most of the next. We pushed the boundaries of what you could do with HTML 1.0. We also pushed what you could do with image compression. Using PERL and backend tricks we were able to make some simple but engaging games.

I never watched the X Files before this project so I was put into a room and watched the first two seasons back to back my first week. I’ve been a big fan ever since.

The most notable experience of the project, more than working on the first big studio website, was meeting my wife. She was one of the bad ass HTML programmers. I managed artists, made pretty buttons, and spent an inordinate amount of time with Gillian Anderson in Photoshop.

Air Force

Getting to work on titles for the Air Force was a dream come true. My dad was in the Air Force most of his life and this was a way I could honor him.

I worked on two titles. I was the Producer, Asset Manager, Flash IDE JSFL expert on US Air Force: Operation Sentinel. On Asteroids! Operation Icarus I did the programming, Special FX and UI Art.

These projects were in production at the same time. I really had to do a lot of hat switching many times throughout the day. The biggest challenge was handling time intensive tasks like programming, side by side short, quick tasks that a producer faces.

We released on every mobile platform, device, and store available. More than any other project, my innate resourcefulness was pushed to the max. I recommend downloading Asteroids or Sentinel.

Looney Tunes

Working on the Looney Tunes RULED! I wanted to work on this project so bad I came in as asset manager. I quickly automated the practice so I could focus on other areas.

I helped architect the software, setup animation templates, website design/coding, Flash JSFL/IDE work, project coordination, and countless other tasks.

The people I worked with were part of one of the greatest teams I have ever helped. I have never had more fun with a group in my life. The production crew was pretty much left alone and we could say and do pretty much what we wanted as long as the work was finished on time. You can only imagine what we got up to.

If you have a 3-5 year old I strongly recommend checking out the software.

Marvel

Though I didn’t do a lot of the art that was used in ZeroG’s first Marvel title, I did the art treatments that got us the account. I was on board to do a Black Panther game. This would have been a simple old school side fighter with one of my favorite characters of all time. Marvel pulled the project along with the Black Panther movie.

Now let’s enjoy this rushed and tacky treatment of Wolvie dancing. Laugh all you want (I did), this Poser-ific render, done from start to finish in just a few hours, landed us the account.

Mevo

I managed a small part of the overall project which had multiple teams in LA and China. I handled the cut scenes.

My team was small but very hardworking and creative. The cut scenes were a comic book style mixed with animation. They came out really well and I was very proud of the work that was done.

Universal

What do you do when you only have a month before your movie release and need to get up some Flash games toot sweet? You call Zack, Sharon, and Jerrett and give them a grip of money.

When you have very little time to finish a project you learn what is really essential. That is of course game play. These games aren’t included because of their quality, but because I learned so much about prioritizing and scheduling.

In all cases we were handed movie stills and/or 3DS Max files on which to build games with almost no direction. When your in-house working titles are things like “Hooker Crossing” and “Strip Bar Shootout,” you have to really reach to make your way.

I did a lot of complex MaxScripts out of necessity. I took my Photoshop skills to a new level and really pushed the Flash IDE. I can’t recommend the movies since they have been known to induce brain aneurisms.

Beanie Babies

I worked on Ty Beanie Babies for my little girl. This was my first project with ZeroG Games.

What a great, hardworking crew. We put in a lot of hours and I made several lifelong friends. Due to the nature of the project I did a lot of Flash IDE work. I also did a lot of QA.

Unfortunately, the project was too ahead of its time. The term Social Games had yet to be invented. Also, the project was pulled in too many directions to ever move forward.

For a while it was a very powerful Flash game that provided a great way for young children to play and chat without having to know how to type, spell, or read.

Warcraft III

The coolest thing I’ve ever done is save the World. The World of Warcraft to be specific.

In Warcraft III, the first NPC that helps and inspires the hero to save the day and gives him his first adventure is named after yours truly. They gave me a movie star jaw and everything.

So the next time you visit Warcraft just remember, it wouldn’t be there if not for the plucky heroics of a farmer named Jerrett from a small village that was willing to take a risk to make the world a better place.

Special thanks to Dave Berggren for making this happen.

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