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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.
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Ceo, FounderPromethean Ai Feb 2018 - PresentLos Angeles, California, UsBuilding 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 -
ConsultantAndrew Maximov Feb 2018 - PresentConsulting 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.
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Technical Art DirectorNaughty Dog Jul 2014 - Feb 2018Santa Monica, Ca, UsWorking 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. -
Co-FounderEdge Vr Studios Apr 2015 - Jan 2018https://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.
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Guest SpeakerThe Art Institutes Dec 2014 - Dec 2014Atlanta, Georgia, UsI 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. -
Guest InstructorAcademy Of Art University Aug 2014 - Aug 2014San Francisco, Ca, UsI 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. -
Senior Environment ArtistKixeye Jun 2013 - Jul 2014Victoria, British Columbia, CaTechnical 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. -
Guest SpeakerAcademy Of Art University Apr 2014 - Apr 2014San Francisco, Ca, UsThis spring I had the privilege of a doing a Next Gen Art Production Workshop for the Students of the Academy of Arts University. -
Guest SpeakerThe Art Institutes Oct 2013 - Oct 2013Atlanta, Georgia, UsThank 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. -
Assistant Technical Art DirectorGameloft Apr 2013 - May 2013Paris, Paris, FrProcedural 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 -
Environment ArtistGameloft Aug 2012 - Apr 2013Paris, Paris, FrConcept 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. -
WriterGame Developer Magazine Mar 2013 - Mar 2013UsI 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! -
InstructorEat3D.Com Mar 2013 - Mar 2013A 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.
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Guest LecturerCentre Nad Feb 2013 - Feb 2013Montréal, Québec, CaI 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. :) -
Freelance ArtistSelf Employed Jan 2010 - Aug 2012Projects worked on:- Royal Quest- Unannounced next gen FPS
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Rountable ModeratorIgda Montreal 2012 - 2012San Francisco, Ca, UsI 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. -
Freelance ArtistFox3D Studios Jan 2010 - Sep 2011During 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
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Business ConsultantCrimson Consulting Jul 2011 - Jul 2011Provided a full overview of digital entertainment industry of Belarus including consoles, mobile and social. -
ArtistWargaming.Net Sep 2008 - Nov 2009Nicosia, CyI'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
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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?
Andrew Maximov's direct phone number is +141593*****
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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