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/
• 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.
• 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.
• 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.
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.
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.