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Tyler Rockwell
Tyler Rockwell
Producer, Scrum Master, ADHD Coach, with 18+yrs in games.
Manassas, United States

Summary

Game industry vet of 18+ years - 10+ in environment art, 7 in production.
Advanced Certified Scrum Master
Art Outsourcing
Team Success and Empowerment
Communication, problem solving, process improvement, emotional intelligence.
https://www.linkedin.com/in/tylerrockwell/

Skills

Art DirectionTeam ManagementPBR TexturingEnvironment ArtProblem SolvingOutsourcingProductionScrum MasterConflict ResolutionCommunity Relations

Software proficiency

Maya
Maya
Photoshop
Photoshop
Perforce
Perforce
Jira
Jira
Hansoft
Hansoft
Shotgun
Shotgun
Excel
Excel
Agile
Agile
Quixel Mixer
Quixel Mixer

Productions

    • Video Game
      Final Stand Ragnarok
    • Year
      2022
    • Role
      Art Producer
    • Company
      City State Entertainment
    • Video Game
      Camelot Unchained
    • Year
      2022
    • Role
      Producer
    • Company
      City State Entertainment

Experience

  • Art Producer at City State Entertainment
    Fairfax, United States of America
    March 2018 - March 2020

    • Drive and oversee multi-discipline art team of 10-13 between two studios to deliver content

    on time while adapting to feedback and emergent feature needs on two titles.

    • Oversee art needs of second game during rapid four month prototype with entirely new art

    direction and design needs while maintaining existing project’s art needs.

    • Continue oversight of daily standups, Scrum Artifacts, and oversee or write weekly and

    monthly updates and newsletters.

    • Personally execute on quick problem solving between art, design, and engineering during

    pivots and emergent issues by understanding all tech in play.

    • Improve existing character art by driving an anatomical and technical redesign of all

    existing character art.

    • Deliver a more visually exciting animation style by personally art directing and re-designing

    the system while satisfying stakeholders.

    • Empower individuals to exceed personal expectations in a stressful environment.

    • Maintain art team delivery dates by personally assisting artists where necessary.

  • Producer at City State Entertainment
    Fairfax, United States of America
    August 2013 - March 2018

    • Drive and manage vision, product, design, and technical decision making and features of a

    20+ person team and hold them accountable to delivery dates.

    • Execute on stakeholder meetings with executive leadership and leads to regularly align

    product vision while adapting to regular pivots and emergent requirements.

    • Run daily standups and manage Scrum Artifacts.

    • Reduce office conflict and improve productivity by participating in or leading meetings to

    address employee discipline and personal issues.

    • Drive art team improvement of workflows, communication, and art direction.

    • Determine initial budgets and workflows of all environment assets and create initial assets

    to deliver environments that can support 500+ player battles with playable fps.

    • Work with lead graphics engineer to deliver a complete re-work of all existing textures to be

    PBR compliant.

    • Lead and maintain a strong, transparent social media presence through weekly written

    updates and monthly newsletters in three languages and participate in live Q&A sessions,

    and live tech demos.

    • Build trust and excitement in fan base by managing and participating in guest speaker

    panels and booths at conventions.

    • Maintain office needs and provide assistance to external accountants.

  • Lead Environment Artist at EnVie Interactive
    San Carlos, United States of America
    March 2010 - December 2011

    • Oversee scrum artifacts as pertain to environment art including external vendors.

    • Orient, instruct, and review work by external vendors to maintain timely delivery of assets

    for a vast open island with multiple interiors.

    • Reduced outsourcing costs and improved output by implementing time saving process

    improvements and clearer instructions and reviews.

    • Improve FPS visuals by fixing or rebuilding pre-existing environment assets.

    • Improve in-app purchasing revenue and reduce art production costs by creating different

    assets that share textures, exceeding expectations of management.

    • Provide creative solutions to deliver assets more closely related to concept art within

    limited engine and budget constraints.

  • Lead Environment Artist - The Godfather II, The Simpsons Game, Dante's Inferno at Electronic Arts
    Redwood City, United States of America
    January 2007 - November 2009

    Dante’s Inferno

    • Improve visuals, FPS, and polish of existing art by optimizing geo and texture usage.

    • Add more visual flair and polish to existing levels by creating new VFX assets requiring

    expedited learning of in-house VFX tools.

    • Quickly assist in late addition of npc death VFX material feature by creating, implementing,

    and testing art assets.



    The Godfather II

    • Execute on regular stakeholder meetings with leads to provide assets needed to fulfill the

    vision of the game on time.

    • Develop and maintain processes to create building interiors and exteriors that meet or

    exceed the technical and design limitations and needs.

    • Oversee onboarding and daily needs of environment artists through concise

    documentation and reviews as well as mentoring where needed.

    • Oversee successful integration of the EA Shanghai artists by adapting existing

    documentation and review process to be visually focused, avoiding language barrier issues.

    • Work directly with supporting Dev team to provide necessary tools for artists and

    designers.

    The Simpsons Game

    • Quickly groc Simpsons team’s workflows to finish level assets and polish and assist with

    bugs in order to finish the game on time.

  • Environment Artist at Electronic Arts
    Redwood City, United States of America
    February 2004 - January 2006

    The Godfather

    • Responsibility given above position to act as object lead at the beginning and end of the

    project, writing design docs, coordinating with engineering and design.

    • Research and deliver a multitude of interior props as directed by the Art Director ahead of

    schedule.

    • Work with engineers to prototype and test layout tools to quickly populate a massive open

    world with buildings and exterior props that met the changing needs of the design team.