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Oliver Chang
Oliver Chang
Illustrator/Toy Maker
London, United Kingdom

Summary

A multi-disciplinary illustrator with a background in visual communication and fabrication. Specializes in digital art, product design and toy manufacturing.

Skills

IllustrationConcept ArtCharacter Design3D Modeling3D PrintingGraphic DesignEnvironment DesignCostume DesignStoryboarding2D AnimationSequential ArtStorytelling

Software proficiency

Photoshop
Photoshop
Rhinoceros
Rhinoceros
ZBrush
ZBrush
Illustrator
Illustrator
InDesign
InDesign
Procreate
Procreate
Final Cut Pro
Final Cut Pro
Blender
Blender

Experience

  • Art Director at YuMe Toys
    London, GB
    February 2022 - Present

    • Coordinate and oversee projects to ensure consistency and quality throughout.

    • Establish standards for production, productivity, quality, and client service.

    • Ideate and conceptualise toys, merchandise and various product categories.

    • Collaborate with the production team to actualise campaign visions.

    • Analyse market trends, consumer needs, and the competitive landscapes.

  • Illustrator/Product Designer at Maxx Marketing
    London , GB
    February 2019 - March 2022

    • End-to-end design solutions for toys and merchandise.

    • Quick-fire product ideation and visualisation.

    • Look after manufacturing, packaging designs and P.O.S assets

    • Manage oversea production team and prototype revisions.

    • Facilitate brand leverage and reach.

    • Research and development, trend analysis within the licensing industry.

  • Digital Artist at Asylum Models & Effects
    London
    September 2016 - August 2019

    • Visualising concepts for clients from industries such as films & TV, still photographies, advertisements, visual merchandising and costume design.

    • Redesigning concepts for practical fabrication using a range of techniques including 3D printing, casting, pattern making, CNC machining and vacuum forming.

  • Freelance Concept Artist at Inkle Studios
    Cambridge, United Kingdom
    March 2016 - May 2016

    • Rapid conceptualisation of in-game architectural elements and overall aesthetics

    • Effective analysis of gameplay mechanics and create tailor-made designs to match