Studio Director Job Description

Transcription

Studio Director Job Description
Studio Director Job Description
In late 2007 I accepted an offer as the Studio Director for Red Eye Studio. Red Eye Studio is high
quality motion capture and animation provider that has been servicing the gaming, film and
broadcast community for over nine years. Red Eye Studio is the Midwest’s most experienced
and highly respected motion capture studio. Red Eye Studio is a wholly owned subsidiary of
High Voltage Software.
As Studio Director I managed and coordinated company and departmental responsibilities,
supervision and training requirements as well as overall quality control. These key
responsibilities required utilizing my experience in human resource development, project
management, analysis and research of technology trends and resource allocation, day to day
company and team management, and all aspects of sales and marketing materials.
As part of the management team at High Voltage Software, I worked closely with the legal and
accounting departments and art directors to manage all of the in house motion capture and
supplemental animation requirements for many of High Voltage Software’s games. I would
submit weekly progress reports to the executive management team. I organized and conducted
departmental meetings to evaluate and report on technology trends, sales and project status
reports. I was also responsible for representing the organization at trade exhibitions, events
and demonstrations.
My sales and marketing requirements included developing and presenting demo reels, sales
kits, postcards, flyers, posters, business cards, banners, magazine advertisements & articles,
website graphics, sales sheets, trade show booth designs & layouts, buttons, power point
presentations, clothing, live event video marketing. Many of these materials were used as
supplemental sales materials used for securing multiple contracts. Sales leads were generated
through cold call and email solicitation, trade show connections, client calls and referrals,
executive management introductions and web traffic. I was responsible for developing quotes
that required itemizing prop and production materials, developing shot lists, manpower
estimation, allocating and researching hardware, as well as determining appropriate software
licensing requirements. I worked very closely with our accounting department to determine
negotiation standards and flexibility. I was responsible for drafting and reviewing initial
contracts for our legal department to review. Once contracts were approved I was responsible
for signing and submitting final copies. Many of the contracts required the review, signing and
submission of non disclosure agreements which included all of Red Eye Studio employees,
contractors and interns. Throughout each project I was responsible for invoicing and tracking
deposits and milestone delivery payments.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
Studio Director Job Description
I managed and coordinated up to fourteen in house hand key frame animators, motion capture
specialists, rigging experts, character, prop and environment modelers, concept artists, texture,
lighting, visual effects and compositing artists. I would organize teams based on company
objectives, project requirements and individual interests. It was also my responsibility to
identify behaviors by department members that might be harmful to the productivity, morale
or success of the company. Artist management included annual performance reviews, hiring
and termination of interns, contractors, and employees to ensure department members were
adhering to company policy.
Red Eye Studio employees were responsible external contract and both internal High Voltage
Software and Red Eye Studio production work. I was responsible for managing intern’s,
contractors, and artists that supported many of High Voltage Software’s marketing assets, trade
show materials, live events, and supplemental overflow art production. I worked closely with
High Voltage Software’s producers, designers, art leads and directors to develop and provide
high quality game resources. This included motion capture coordination, talent screening,
acting, directing, prop design and assembly, as well as hand key framed animation, modeling,
texturing, lighting, rigging, visual effects, motion graphics, audio / video production, web
development, graphic design, concept art, animatic development, and technical support.
I was also responsible for managing and coordinating all of Red Eye Studio’s marketing
materials and external client productions. Our team of specialists utilized the latest industry
standard technology which included; Autodesk’s 3D Studio Max, Maya, and Motion Builder,
Pixel Logic’s Zbrush, Adobe Creative Suites, and Vicon’s Blade motion capture tracking and
solving software.
Depending on the project requirements I would also review, test, negotiate and coordinate
outsourcing assistance primarily with high poly modeling and rigging. This included managing
high volumes of outsourced assets that included web site development, props, environment
models, character models and rigging support.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
Studio Director Job Description
I worked closely with multiple universities and High Voltage Software’s human resource
department to screen, recommend, recruit and hire candidates for current and upcoming
internships, contracts and fulltime positions.
Many highly motivated interns and contractors have been hired as full time industry
professionals at multiple gaming companies throughout the country. I am proud to say I have
helped launch the careers for dozens of very talented artists! I continue to work very closely
with universities to develop internship programs that are mutually beneficial to the company,
students and universities. These universities include The Illinois Institute of Art Schaumburg,
The Illinois Institute of Art Chicago, Columbia College, DePaul University, and Tribeca Flashpoint
Academy.
The Illinois Institute of Art Schaumburg campus has included me as a member of the
Professional Advisory Committee since 2007. I have worked closely with their teaching staff,
career development department, dean and department heads to review and recommend
curriculum paths directly aligned with industry standards. I also regularly attend both the
Illinois Institute of Art Schaumburg and The Illinois Institute of Art Chicago campuses graduate
portfolio reviews. This allows me to connect with the new graduates, career services and staff
members on a regular basis.
To keep up with industry standards I regularly coordinated training and inspiration sessions
with the team. This included hiring onsite Autodesk software experts to our studio to train
our team with advanced features and software techniques. In addition to the onsite training
I scheduled group webinars and downloaded the latest training and support materials from
Autodesk’s on line subscription services and support training and certification resources. I was
also allowed access to private industry training session held at major tradeshows including
Siggraph and Game Developer Conferences (GDC).
I was able to work with the following companies during my time at Red Eye Studio: 2K Games,
Autodesk, Black Point Studios, Big Huge Games, Capcom, Cartoon Network, D3Publishing,
Day One Studios, Disney Interactive Studios, Epic Games, Face FX, Game Star, House of Moves,
Image Metrics, IBM, Marvel Comics, Microsoft, Midway Games, Original Force 3D, Red Storm
Entertainment, Resolution Digital Studios, Sega, Shadows In Darkness, Starz Animation Group,
Sony, Time Gate Studios, Ubisoft, Vicon, Vivendi, Warner Bros., and Wideload Games.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
Lead Video Production Specialist Job Description
During my time at High Voltage Software I was responsible for leading the video production department.
The video production department was also integrated with the audio department. I worked closely with
our audio developers to create cutting edge 5.1 and Dolby Pro Logic II audio and video files for cinematics,
opening logo sequences, game trailers and promotional marketing materials.
As each game development process progressed I would support game teams by digitizing, and
encoding video reference materials. Throughout each game development cycle I worked with producers,
animators, programmers, art directors, management members and publishers to develop cinematics,
milestone video sample dvds, and game trailers. In some cases up to five separate console games were
simultaneously being produced.
Each game required different levels of cinematic development. If pre-production time was established for
storyboarding, I would use story board panels to create animatics for both in house and external review.
These animatics could be used as placeholder cinematics loaded into the progressive game builds until
they were replaced with the final content. In some cases I would work with the animation team’s prerendered 3D image sequences that I would render into video files for the audio department to develop
sound effects and music. I would also assist in creating sound effects and music tracks as well. Along
with creating in house original music and sound effects, our department worked with world famous
composers and voice actors on many of our games. At different times I would assist in directing voice
over actors and was selected as voice over talent for multiple games and presentation materials.
Some cinematic processes required compositing extensive multilayered 3D image sequences and the
creation of special effects. The post effects were developed using many different applications including;
Combustion, multiple After Effects plug-ins, Particle Illusion, Max and Maya particle and lighting effects. In
many cases I would also edit the final rendered cinematics for additional pacing and dramatic storytelling
experiences.
As the video production lead I was also responsible for capturing game footage from all console
development kits. Some of the captured footage was used for milestone reviews that were sent to
publishers, and investors throughout the game development cycle. Other uses for the game footage
included editing for promotional trailers; web cast videos, portable media, game pitches and technical
demos.
I was in charge of managing multiple interns throughout the production cycle. This included establishing
daily tasks, pipeline development, tutoring and review of production work.
I was also involved in coordinating and directing both photo and video shoots for meetings, live events,
corporate presentations, and recruitment videos.
This role allowed me the opportunity to work on over ten published game titles that required interfacing
with multiple publishers, game teams, platforms and game licenses.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: F.E.A.R. 3
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Warner Bros.
Day One Studios
PS3 / Xbox 360 / PC
Description: “A mysterious paramilitary force infiltrates a
multi-billion dollar aerospace compound, taking hostages
but issuing no demands.”
Role: Studio Director - Negotiated and finalized sales contract and budgets for a high end PS3
/ Xbox 360 in-game animations. Auditioned and assisted with client directed motion capture
actors. Managed a team of motion capture specialists to ensure motion tracking and delivery
standards were maintained and submitted on time. Helped design and create various props
and weapons for motion capture shoots. Organized shot lists and production schedules.
Worked closely with producers, and lead animators to ensure project scope aligned with
budget requirements.
GAME: IRON MAN 2
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Sega
High Voltage Software
Xbox 360 / Wii
Description: “The fate of the world will be left in Iron Man
and War Machines powerful hands as they battle to save it
from destruction.”
Role: Studio Director - Coordinated asset conversion for cinematic development. Worked
closely with animators and modelers to develop 3D animatics and pacing for final in game
cinematic sequences. Assisted in motion capture production used in cinematics. Assembled
and managed a team of animators, modelers and render specialists for an Xbox 360 cinematic
development test for SEGA. Helped develop target pricing and pipelines for motion capture,
keyframe animation, rigging and implementation of a third party automated lip sync processes.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: GUILTY PARTY
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Disney Interactive Studios
Wideload Games
Wii
Description: “Guilty Party tells the tale of the Dickens
Detective Agency as they solve crimes set in motion by the
master criminal known as Mr. Valentine.”
Role: Studio Director – Negotiated contract for in game cinematic animation. Created cinematic
milestone production schedules based on client asset deliverables. Hired and coordinated
multiple cinematic animators. Assigned an animation lead and worked closely with the team
throughout the production process to review and deliver high quality cinematic animation.
Maintained and submitted milestone invoices, along with internal and external production
schedules.
GAME: TOURNAMENT OF LEGENDS
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
TBA
High Voltage Software
Wii
Description: “A weapon and magic based 3D-fighter
exclusively for the Wii”.
Role: Studio Director - Auditioned and directed motion capture actors. Performed as a motion
capture actor executing various in game fighting motions utilizing various martial arts and
weapon techniques. Managed a team of motion capture specialists to ensure motion tracking
and delivery standards were maintained and submitted on time. Helped design and create
various props and weapons for motion capture shoots. Organized shot lists and production
schedules. Worked closely with producers, designers and lead animators to ensure project
scope aligned with budget requirements.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: MORTAL KOMBAT vs DC UNIVERSE
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Warner Bros
Midway Games
PS3 / Xbox 360
Description:“Challenge your opponents with a new fighting
system including Freefall Kombat and Klose Kombat along
with dynamic multi-tiered environments.”
Role: Studio Director - Negotiated and finalized sales contract and budgets for nineteen high
end PS3 / Xbox 360 cinematics. Established and procured additional hardware and software
before production began. Organized and coordinated a team of motion capture and key
frame animators. Reviewed and approved high quality cinematic animations for milestone
and delivery submission. Worked closely with Midway Games animation leads throughout the
review process to ensure edits were delivered on time and correctly. Submitted invoices and
maintained both external and in-house production schedules.
GAME: BLITZ THE LEAGUE II
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Midway Games
Midway Games
PS3 / Xbox 360
Description: “A high energy football action game with new
tackles, gruesome injuries and touchdown celebrations
that allow more player control than ever before!”
Role: Studio Director - Negotiated sales contract and budgets for high end PS3 / Xbox 360
in-game animations and in-game cinematics. Managed and directed a team of motion
capture animators to ensure motion tracking, animation clean up and delivery standards were
maintained and submitted on time. Organized shot lists and production schedules. Worked
closely with Midway Games animation leads throughout the review process to ensure edits
were delivered on time and correctly. Submitted invoices and maintained both external and
in-house production schedules.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: THE CONDUIT
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
SEGA
High Voltage Software
Wii
Description: “The definitive first-person shooter experience
for the Wii.”
Role: Studio Director - Worked closely with visual effects artists and animators to produce
pre rendered full motion video cinematics. Created motion graphics and compositing of 3D
logo sequences and promotional videos, assisted in cinematic creative direction. Developed
templates for user interface art used in cinematics and promotional marketing materials.
Provided creative direction and task delegation with in-house concept artists, modelers, visual
effects artists and animators that produced trade show videos, print materials and cinematics
for various marketing campaigns.
Auditioned and directed motion capture actors. Managed a team of motion capture specialists
to ensure motion tracking and delivery standards were submitted on time. Organized shot
lists and production schedules. Worked closely with producers, designers and lead animators
to ensure project scope aligned with budget requirements. Coordinated outsourcing of high
resolution promotional character models used in both print and video presentations.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: NBA BALLERS CHOSEN ONE
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
Midway Games
Midway Games
PS3 / Xbox 360
Description: “NBA Ballers: Chosen One brings the franchise
back to its basketball roots with fantastic gameplay and
true, next generation graphics.”
Role: Studio Director - Negotiated and finalized sales contract and budgets for a high end
PS3 / Xbox 360 in-game animations. Managed a team of motion capture specialists to ensure
animation clean up and delivery standards were maintained and submitted on time. Reviewed
and approved Red Eye Studio’s animation files for delivery. Worked closely with Midway
Games animation leads throughout the review process to ensure edits were delivered on time
and correctly. Submitted invoices and maintained both external and in-house production
schedules.
GAME: THE VIRTUAL FORBIDDEN CITY
Employer:
Publisher:
Developer:
Platform:
Red Eye Studio
IBM
IBM
Wii
Description: “First-of-a-kind, fully immersive, threedimensional virtual world recreates a visceral sense of
space and time – as it was centuries ago.”
Role: Studio Director – Negotiated a year-long contract to develop concept art, 3D buildings,
props, character models, keyframe and motion capture animation optimized for the Torque
engine. Recruited, hired and managed a team of 14 specialized 3D artists. Worked closely with
IBM producers and art leads to develop historically accurate models and character designs.
Assigned art leads and worked with them to assure that deliveries were submitted accurately
and on time. Developed a milestone pricing plan that was flexible for both IBM‘s internal billing
department and grant funding through IBM’s arts and culture program.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: AMERICAS ARMY - TRUE SOLDIER
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
Ubisoft
Red Storm Entertainment
Xbox 360 / PC
Description: “Created by soldiers. Developed by gamers.
Tested by heroes.”
Role: Video Department Lead – Was responsible for encoding all pre rendered full motion video
for use in the game. These videos included UI videos, legal screens, credits, logo sequences, and
cinematics. Worked closely with the audio department to develop and implement audio files
for final encoding. I also assisted in creating UI assets from publisher supplied video footage.
Throughout the development cycle I was responsible for creating DVD discs for publisher’s
milestone reviews and meetings. Captured and edited game play footage from console dev
kits to be used in promotional trailers, webcasts, and marketing materials.
GAME: GHOST RECON ADVANCED WARFIGHTER 2
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
Ubisoft
Red Storm Entertainment
PSP
Description: “Tom Clancy’s Ghost Recon Advanced
Warfighter 2 builds off of the first game and places you in
control of the U.S. military’s elite fighting unit, the Ghosts.”
Role: Video Department Lead – Was responsible for encoding all UI videos, legal screens, credits,
logo sequences, and cinematics. Resized and encoded all publisher supplied video content
from PS2 to PSP resolution formats. Created a new High Voltage Software intro logo sequence.
Assisted in the creation of UI assets from publisher supplied video footage. Throughout the
development cycle I was responsible for creating DVD discs for publisher’s milestone reviews
and meetings. Captured and edited game play footage from console dev kits to be used in
promotional trailers, webcasts, and marketing materials.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: FAMILY GUY
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
2K Games
High Voltage Software
Xbox / PS2 / PSP
Description: ” Players will take on the role of multiple
characters such as Stewie, Brian the Dog, and Peter, as they
interact with many of the citizens of Quahog.”
Role: Video Department Lead – Worked with Family Guy animators to develop a multi layered
compositing pipeline for final cinematic renders. Managed an After Effects render farm to
process over 30 total minutes of cinematics for 3 independent console resolutions and formats.
Responsible for encoding all UI videos, legal screens, credits, logo sequences, and cinematics.
Converted and archived publisher supplied Family Guy episodes for team reference. Captured
and edited game play footage from console dev kits to be used in promotional trailers,
webcasts, and marketing materials.
GAME: BEN 10 PROTECTOR OF THE EARTH
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
D3 Publisher / Cartoon Network
High Voltage Software
PS2 / PSP / Wii
Description: “Take control of the Omnitrix and play as 5
different alien heroes from the show.”
Role: Video Department Lead – Worked closely with animation leads to develop and edit
cinematic pacing using final voice over audio and composited animation sequences.
Responsible for creating post production special effects. Converted and archived publisher
supplied Ben 10 episodes for team reference. Was responsible for encoding UI videos, legal
screens, credits, logo sequences, and cinematics. Captured and edited game play footage
from console dev kits to be used in promotional trailers, webcasts, and marketing materials.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: GRIM ADVENTURES OF BILLY AND MANDY
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
Midway Games
High Voltage Software
Wii / GC / PS2
Description: “When Grim’s Mojo Balls get people to
senselessly fight each other, it’s up to Billy, Mandy, Grim
and Irwin to save the world.”
Role: Video Department Lead – Worked closely with animation leads to develop and edit
cinematic pacing using final voice over audio and composited layered animation sequences.
Responsible for creating post production special effects. Converted and archived publisher
supplied The Grim Adventures of Billy and Mandy episodes for team reference. Was responsible
for encoding UI videos, legal screens, credits, logo sequences, and cinematics. Captured and
edited game play footage from console dev kits to be used in promotional trailers, webcasts,
and marketing materials.
GAME: 50 CENT BULLETPROOF G UNIT
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
Vivendi
High Voltage Software
PSP
Description: “Shoot, punch, and throw enemies through 16
different levels featuring all new gameplay and multiplayer
modes!”
Role: Video Department Lead – Responsible for encoding UI videos, legal screens, credits,
logo sequences, and cinematics. Resized and encoded all publisher supplied video and audio
content from PS2 resolution to PSP resolution formats. Responsible for creating a new 3D High
Voltage Software logo sequence. Worked closely with the audio department to develop and
implement audio files for final encoding. Responsible for creating DVD discs for publisher’s
milestone reviews and meetings. Captured and edited game play footage from console dev
kits to be used in promotional trailers, webcasts, and marketing materials.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.
GAME DEVELOPMENT
GAME: ZATHURA
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
2K Games
High Voltage Software
Xbox / PS2
Description: “Battle deadly aliens, menacing robots, and
other celestial hazards in this space journey filled with
action-packed adventure.”
Role: Video Department Lead – Worked closely with animation leads to develop and edit
cinematic pacing using final voice over audio and composited layered animation sequences.
Responsible for creating post production special effects. Was responsible for encoding UI
videos, legal screens, credits, logo sequences, and cinematics. Captured and edited game play
footage from console dev kits to be used in promotional trailers, webcasts, and marketing
materials.
GAME: KIDS NEXT DOOR OPERATION VIDEOGAME
Employer:
Publisher:
Developer:
Platform:
High Voltage Software
Game Star / Cartoon Network
High Voltage Software
Xbox / PS2 / GC
Description: “Shoot, punch, and throw enemies through 16
different levels featuring all new gameplay and multiplayer
modes!”
Role: Video Department Lead – Responsible for encoding UI videos, legal screens, credits,
logo sequences, and cinematics. Worked closely with the audio department to develop and
implement audio files for final encoding. Responsible for creating DVD discs for publisher’s
milestone reviews and meetings. Captured and edited game play footage from console dev
kits to be used in promotional trailers, webcasts, and marketing materials.
© 2010 David Lapekas. All rights reserved - All other content, logos, images, games, and characters are the property of the companies that market
or license those products, and is protected by United States and international copyright, trademark and other intellectual property laws.