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.