Austin Ivansmith
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Austin Ivansmith Email & Phone Number

Location: Santa Clarita, California, United States 6 work roles 1 school
1 work email found @wayforward.com LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

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Work email a****@wayforward.com
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Current company
Role
Producer
Location
Santa Clarita, California, United States
Company size

Who is Austin Ivansmith? Overview

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Quick answer

Austin Ivansmith is listed as Producer at WayForward Technologies, a with 137 employees, based in Santa Clarita, California, United States. AeroLeads shows a work email signal at wayforward.com and a matched LinkedIn profile for Austin Ivansmith.

Austin Ivansmith previously worked as Creative Director at Genvid Holdings Inc. and Game Director at Wayforward Technologies. Austin Ivansmith holds Ba, Digital Art And Animation from University Of Silicon Valley.

Company email context

Email format at WayForward Technologies

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{first}_{last}@wayforward.com
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Profile bio

About Austin Ivansmith

I have been successful as a Creative Director for nearly fifteen years by both having a strong vision and by being a good listener. A strong vision early on is important because you need to clearly visualize how individual moments will play out, while also seeing how they fit into the complete experience, and be able to surface that vision to the team in a coherent way. Early in development decisions need to be made with conviction that guides the work of programmers, writers, and artists down a path without ambiguity. But it’s not about having all the perfect ideas at the start; Game Development is a journey.One of my strongest intangible skills is being able to allow the game to present itself as it is being made and shape it into a stronger experience. It is of course built on that early vision, but discoveries and insights will come from everyone on a development team. Video Games are a collaborative art form, and no single person is responsible for its success. I feel strongly that it’s the duty of a Creative Director to hear what the team is saying, understand what they see as the fun or failing parts in our game, and how to mold their feedback into the greater whole without jeopardizing any blindspots that particular team member may not have insight into. If an idea can’t be included, or is rejected, it’s important to clearly know why their idea won’t work so they are heard. It’s vital to understand the root of why this feedback is being given and fuse it while answering to what players will enjoy, what the team wants to make, keeps the stakeholders goals met, and gets done in a reasonable time.One of my other intangible skills is “in the trenches” decision making when wrapping a project, working closely with producers and project managers to make smart cuts to content and not treat each other as enemies. Compromise is always an option. And in those moments it’s not about pointing out everything that is wrong, that’s the easy part. Anyone can do that. It’s about retaining the spirit of what we are trying to accomplish with a design or a feature, and making pointed decisions that get the project done on time and retain the spirit as much as possible. Making games is my passion, and I only want to do it hand in hand with people that respect each other and take pride in their craft.

Listed skills include Level Design, Game Development, Game Design, Video Games, and 15 others.

Current workplace

Austin Ivansmith's current company

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WayForward Technologies
Wayforward Technologies
Producer
valencia, california, united states
Website
Employees
137
AeroLeads page
6 roles

Austin Ivansmith work experience

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Game Director

I spent 12 years at WayForward in a leadership role overseeing the creative quality and experience of each project I was tasked with. In my time there I led multiple teams of varying sizes on projects ranging from multi-year multimillion dollar games to strike-teams tasked with creating a core experience quickly. With each project I was involved in the ideation process with key stakeholders, was leading the experience vision from the very beginning of pre-production all the way through production, and remained a key leader to the team during successful on-time and on-budget submissions.There are a number of demos and cancelled projects that can not be listed here, some of which were of such high quality they led to better opportunities with the same partners. I was also relied upon for guidance on other projects I was not directly assigned to, providing feedback and leadership to ensure successful and engaging products throughout the studio.Projects with direct responsibility:Director - Marble Knights (Apple Arcade, 2020)Director - The Mummy Demastered (Xbox One, PS4, Nintendo Switch, PC, 2017)Director - World War Toons: Tank Up (Gear VR, 2016)Associate Director - Shantae: Half-Genie Hero (2016)Director/Programmer - Mighty Switch Force! Academy (PC, 2015)Director - Scooby Doo! & Looney Tunes Cartoon Universe: Adventure (PC, 3DS, 2014)Director - DuckTales Remastered (WiiU, PS3, 360, iOS, tvOS, 2013)Director - Mighty Switch Force! Hyper Drive Edition (WiiU, 2012)Associate Director - Mighty Switch Force! (3DS, 2011)Director - Happy Feet Two (3DS, DS, 2011)Director/Writer - Thor: God of Thunder (DS, 2011)Lead Level Designer - Despicable Me: Minion Mayhem (DS, 2010)Director - Galactic Taz-Ball (DS, 2009)

Mar 2009 - Jun 2021

Designer

I joined Left Field as a character artist on the WSOP series of games focusing on recreating versions of real life poker stars, as well as assets for player avatars in-game. I transitioned over to Game Design and Level Design at the conclusion of that project, becoming lead designer on an internal project that later became the games Spongebob's Boating Bash and Mayhem 3D.

Apr 2007 - Mar 2009

Designer & Artist

UltraCade was acquired by GlobalVR at the start of 2006, and I continued my work on UltraPin until I left to pursue independent contract work.

Dec 2005 - Aug 2006

Artist

I started at UltraCade as an intern while still attending college. Within a few months I was hired on full time as an artist and brought my skills to Breeders Cup, UltraPin, and a few other small titles. On UltraPin I was key in recreating classic Williams pinball tables by building collision files, replicating layout and flow of the original tables, creating scripts for controlling ball speed and menu elements, and creating art for the tables from scratch.

May 2005 - Dec 2005
Team & coworkers

Colleagues at WayForward Technologies

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1 education record

Austin Ivansmith education

FAQ

Frequently asked questions about Austin Ivansmith

Quick answers generated from the profile data available on this page.

What company does Austin Ivansmith work for?

Austin Ivansmith works for WayForward Technologies.

What is Austin Ivansmith's role at WayForward Technologies?

Austin Ivansmith is listed as Producer at WayForward Technologies.

What is Austin Ivansmith's email address?

AeroLeads has found 1 work email signal at @wayforward.com for Austin Ivansmith at WayForward Technologies.

Where is Austin Ivansmith based?

Austin Ivansmith is based in Santa Clarita, California, United States while working with WayForward Technologies.

What companies has Austin Ivansmith worked for?

Austin Ivansmith has worked for Wayforward Technologies, Genvid Holdings Inc., Left Field Productions, Global Vr, and Ultracade Technologies.

Who are Austin Ivansmith's colleagues at WayForward Technologies?

Austin Ivansmith's colleagues at WayForward Technologies include Robbie George, William Mai, Manuel Molohua, Brian Smith, and Ian Strother.

How can I contact Austin Ivansmith?

You can use AeroLeads to view verified contact signals for Austin Ivansmith at WayForward Technologies, including work email, phone, and LinkedIn data when available.

What schools did Austin Ivansmith attend?

Austin Ivansmith holds Ba, Digital Art And Animation from University Of Silicon Valley.

What skills is Austin Ivansmith known for?

Austin Ivansmith is listed with skills including Level Design, Game Development, Game Design, Video Games, 3D Studio Max, Photoshop, Uv Mapping, and Ps3.

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