Andrew Maximov

Andrew Maximov Email and Phone Number

CEO, Founder at Promethean AI @ Promethean AI
Andrew Maximov's Location
Los Angeles, California, United States, United States
Andrew Maximov's Contact Details

Andrew Maximov work email

Andrew Maximov personal email

n/a

Andrew Maximov phone numbers

About Andrew Maximov

Andrew is the founder and CEO of Promethean AI, a premier creative AI company serving Fortune 50 clients. With extensive experience in the gaming industry, he previously served as Technical Art Director at Sony Interactive, where he advanced cutting-edge art technology for some of the world's most renowned entertainment franchises like The Last of Us and Uncharted.An accomplished artist, programmer, consultant, and entrepreneur, Andrew has been recognized in the "30 Under 30" lists by both Develop and Forbes magazines. Dedicated to education, he has taught art, technology, and production at universities and computer graphics events worldwide, including in Los Angeles, San Francisco, Montreal, Tokyo, Seoul, Barcelona, Malta, Bulgaria, Poland, Portugal and Uganda.Distinguished in both art and technology, Andrew has been co-organizing the Art Direction Summit at the Game Developers Conference for over a decade and serves on the jury of SIGGRAPH Realtime Live.Throughout his career, his unrelenting focus has been on democratizing the creative process, supporting artists, and empowering creativity within every individual.

Andrew Maximov's Current Company Details
Promethean AI

Promethean Ai

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CEO, Founder at Promethean AI
Andrew Maximov Work Experience Details
  • Promethean Ai
    Ceo, Founder
    Promethean Ai Feb 2018 - Present
    Los Angeles, California, Us
    Building the last interface humanity will ever need for building or interacting with virtual worlds. Using artificial intelligence to help artists create. Spreading the fire of creativityhttps://prometheanai.com
  • Andrew Maximov
    Consultant
    Andrew Maximov Feb 2018 - Present
    Consulting companies big and small, from within games industry and without on everything related to building cutting edge computer graphics technology, setting up art vision, building teams and shipping products.
  • Naughty Dog
    Technical Art Director
    Naughty Dog Jul 2014 - Feb 2018
    Santa Monica, Ca, Us
    Working with all departments to give an edge to our art technology as well as effectively identify and resolve production bottlenecks and fulfill team needs. Developing novel features, supporting all teams and helping raise the quality of our games and production across the board.
  • Edge Vr Studios
    Co-Founder
    Edge Vr Studios Apr 2015 - Jan 2018
    https://www.edgevrstudios.com/Built a Real-time Visualization business from the ground up with a lot of innovative offers like Virtual Reality and Interactive Demonstrations. Worked closely with some of the best Architects in the Los Angeles Area. Drove the business to profit and sustainability. Was responsible for everything from technology to art direction to customer relations.
  • The Art Institutes
    Guest Speaker
    The Art Institutes Dec 2014 - Dec 2014
    Atlanta, Georgia, Us
    I had the pleasure of doing 2 talks for the students of the Art Institute of Santa Monica and IGDA Los Angeles members covering such topics as career advice and developing a productive attitude to your work as well as analyzing beauty and always keeping the bigger picture in mind.
  • Academy Of Art University
    Guest Instructor
    Academy Of Art University Aug 2014 - Aug 2014
    San Francisco, Ca, Us
    I had the pleasure of flying out to San Francisco to do an extensive 2-day 6 hour a day workshop for the faculty of the Academy Of Art University on the latest current-gen art production techniques, physically based shading theory and general art theory. As well as expressing my own personal views on what I believe would be the most efficient approach on teaching those.
  • Kixeye
    Senior Environment Artist
    Kixeye Jun 2013 - Jul 2014
    Victoria, British Columbia, Ca
    Technical Art Direction of AAA Unreal Engine 4 project ensuring quality, efficiency, scaleability and fast speed of production while pushing Beauty to new heights. Tutoring, producing benchmark assets, contributing vision and concept art, creating spec sheets and assisting in managing in-house team and outsourcing.
  • Academy Of Art University
    Guest Speaker
    Academy Of Art University Apr 2014 - Apr 2014
    San Francisco, Ca, Us
    This spring I had the privilege of a doing a Next Gen Art Production Workshop for the Students of the Academy of Arts University.
  • The Art Institutes
    Guest Speaker
    The Art Institutes Oct 2013 - Oct 2013
    Atlanta, Georgia, Us
    Thank you to the Art Institute of California for inviting me to impart some of my personal experience to show the students what really lies at the core of producing beautiful art. The uphill struggle of fidelity versus beauty goes on in the hearts and minds every day and I'm always humbled and happy to contribute.
  • Gameloft
    Assistant Technical Art Director
    Gameloft Apr 2013 - May 2013
    Paris, Paris, Fr
    Procedural and modular material systems study and pipeline implementation tests. Researched implementation of Irradiance Lightmaps on OpenGL ES and a lot of other cool stuff :D
  • Gameloft
    Environment Artist
    Gameloft Aug 2012 - Apr 2013
    Paris, Paris, Fr
    Concept art, look development, full environment production, pipeline establishment, team communication, script and shader creation(introducing never-before-used shader technology for handheld in the most cost reductive way), workflow and tool documentation, team education.
  • Game Developer Magazine
    Writer
    Game Developer Magazine Mar 2013 - Mar 2013
    Us
    I had the honor of my extensive practical research on relevance of diffuse maps and their connection to beauty published in the biggest and best industry periodical. Make sure to pick it up!
  • Eat3D.Com
    Instructor
    Eat3D.Com Mar 2013 - Mar 2013
    A comprehensive educational DVD that takes you from very accessibly- explained basics of shader creation to some of the most sophisticated usecases you can come up with.
  • Centre Nad
    Guest Lecturer
    Centre Nad Feb 2013 - Feb 2013
    Montréal, Québec, Ca
    I had the amazing opportunity to share with the students of Centre NAD what, I believe, lies at the source of being an artist - "Beauty". So that they can intertwine it with their vision and move us all forward as an art form. :)
  • Self Employed
    Freelance Artist
    Self Employed Jan 2010 - Aug 2012
    Projects worked on:- Royal Quest- Unannounced next gen FPS
  • Igda Montreal
    Rountable Moderator
    Igda Montreal 2012 - 2012
    San Francisco, Ca, Us
    I had the honor to hold a roundtable discussion on a "Student Topic: Career Prep for Game Artists" at IGDA Montreal rountable night. Nothing short of fun and educational.
  • Fox3D Studios
    Freelance Artist
    Fox3D Studios Jan 2010 - Sep 2011
    During my time with Fox3d I actively participated in production of an unannounced handheld title, heavily contributing art and original gameplay ideas. I also wrote the narrative for it.But mostly I’ve been involved in outsourcing gigs for other companies. I’ve worked on a variety of projects ranging from photorealistic character texturing to handpainted handheld assets.Projects worked on:- Natural Selection II- 3 more unannounced titles
  • Crimson Consulting
    Business Consultant
    Crimson Consulting Jul 2011 - Jul 2011
    Provided a full overview of digital entertainment industry of Belarus including consoles, mobile and social.
  • Wargaming.Net
    Artist
    Wargaming.Net Sep 2008 - Nov 2009
    Nicosia, Cy
    I've spent the year working on MMO "World of Tanks" and Square Enix published RTS "Order of War", quickly making my way from just doing great art to writing docs , feedback(outsource and inhouse),tutorials and inventing how certain things should work. All the things I strived to introduce dramatically affected contents production speed, as well as visual quality and engine wise efficiency. Eventually, I was offered to form my own R&D department, but decided to see what else the video game industry has in store for me.Projects worked on:- Order of War- World of Tanks

Andrew Maximov Skills

Video Games Environment Art Texturing Game Development Game Art Low Poly Modeling Shaders Maya Modeling Texture Artist Game Design Uv Mapping Unreal Engine 3 Art Direction Unreal Editor Level Design Texture Painting Digital Sculpting Tutoring Art R&d Zbrush Hard Surface Modeling Lighting World Building Gameplay Mentoring Lecturing Xbox 360 Normal Mapping Ps3 Conceptual Art Computer Games Process Optimization Mmo Shader Writing Hlsl Console Unity3d Look Development Multiplayer High Poly Modeling Glsl Changing Environments Mudbox Unreal Engine Graphics Programming Cinematics Unreal Engine 4 Ue 4

Frequently Asked Questions about Andrew Maximov

What company does Andrew Maximov work for?

Andrew Maximov works for Promethean Ai

What is Andrew Maximov's role at the current company?

Andrew Maximov's current role is CEO, Founder at Promethean AI.

What is Andrew Maximov's email address?

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What is Andrew Maximov's direct phone number?

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What are some of Andrew Maximov's interests?

Andrew Maximov has interest in Videogames, Writing, Art, Music, Jumping On One Foot.

What skills is Andrew Maximov known for?

Andrew Maximov has skills like Video Games, Environment Art, Texturing, Game Development, Game Art, Low Poly Modeling, Shaders, Maya, Modeling, Texture Artist, Game Design, Uv Mapping.

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