Ceo, Founder
CurrentBuilding 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
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@cosmostv.by
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Andrew Maximov is listed as CEO, Founder at Promethean AI at Promethean AI, based in Los Angeles, California, United States. AeroLeads shows a work email signal at cosmostv.by, phone signal with area code 415, and a matched LinkedIn profile for Andrew Maximov.
Andrew Maximov previously worked as CEO, Founder at Promethean Ai and Consultant at Andrew Maximov.
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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.
Listed skills include Video Games, Environment Art, Texturing, Game Development, and 46 others.
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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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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!
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.
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. :)
Projects worked on:- Royal Quest- Unannounced next gen FPS
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.
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
Provided a full overview of digital entertainment industry of Belarus including consoles, mobile and social.
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
Quick answers generated from the profile data available on this page.
Andrew Maximov works for Promethean AI.
Andrew Maximov is listed as CEO, Founder at Promethean AI at Promethean AI.
AeroLeads has found 1 work email signal at @cosmostv.by for Andrew Maximov at Promethean AI.
AeroLeads has found 2 phone signal(s) with area code 415 for Andrew Maximov at Promethean AI.
Andrew Maximov is based in Los Angeles, California, United States while working with Promethean AI.
Andrew Maximov has worked for Promethean Ai, Andrew Maximov, Naughty Dog, Edge Vr Studios, and The Art Institutes.
You can use AeroLeads to view verified contact signals for Andrew Maximov at Promethean AI, including work email, phone, and LinkedIn data when available.
Andrew Maximov is listed with skills including Video Games, Environment Art, Texturing, Game Development, Game Art, Low Poly Modeling, Shaders, and Maya.
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