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After many years of creating technical systems for artists and game systems for players, I was given the opportunity to lead the MTG Arena team as their Game Director. The role was my most challenging yet as it not only required leading a team to create amazing gameplay, but also required the creation of sustainable systems and teams to create the game itself and interact with the community at large. Taking what I learned from transforming how Wizards of the Coast digital created games I’m excited for the opportunity to explore and innovate within the emerging field of blockchain gaming at Immutable on Gods Unchained and providing players with the chance to own and control their game assets rather than just leasing them.Management: Vision, Scrum, Outsourcing, Hiring, Budgeting, Scheduling, and Process Optimization.Systems Design: Game Feel, Multiplayer, Combat, Class/Champion Design, Balance, Advancement, User Feedback, AI, Integration with Art, Scripting, Prototyping and Iteration.Technical Art: 3d Art Pipeline Creation and Optimization, Character Setup, Animation, Scripting, Particle Fx.
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Executive ProducerQloud GamesSydney, Nsw, Au -
Vp Of Game Design & CreativeImmutable Jul 2019 - PresentSydney, New South Wales, AuMentor and develop the design and creative teamsGame Director for Guild of Guardians 2023-CurrentGame Director for Gods Unchained 2019-2023Guiding development of the Domains of Elderym intellectual propertyGuiding design and development of Web3 integrations and economy -
Game DirectorWizards Of The Coast Apr 2017 - May 2019Bellevue, Washington, UsLead the MTG Arena development team from an initial Alpha build into Open Beta as the Game Director. Set priorities for features across the project, lead the design team in guiding new features in development, worked with the art team on visuals, interacted with the community and marketing teams to communicate with players. Processed feedback from metrics, user feedback, and team experiences to refine features. -
Principal Game DesignerWizards Of The Coast Jul 2016 - Apr 2017Bellevue, Washington, UsAs the Product Owner for the Duel Scene team, I helped grow and lead the team working on creating fast fun Magic on the PC. -
Senior Game DesignerVicarious Visions Sep 2015 - Jul 2016
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Co-Chair Of The Franklin Community Garden CommitteeTown Of Franklin Mar 2011 - Aug 2015Over the course of the end of 2010, and into 2011 I worked with a dedicated group of volunteers to convince our town to form the Franklin Community Garden Committee, provide us a location for the garden, and then build it over the course of one crazy build day thanks to a grant from the YMCA. Since then I've been Co-Chair on the committee and served as the Garden Coordinator. Helping gardeners through training sessions, running work days to maintain the garden, and general being a resource on organic gardening.Creating and maintaining the garden has been a labor of love, and an incredible growing experience for me personally. No pun intended! -
Lead Champion Designer, Infinite CrisisTurbine Jan 2010 - Jul 2015Needham, Massachusetts, UsI lead the Champion Design team in the creation of over 50 Champions and supporting NPCs for Infinite Crisis. Working with Ariel Jaffee as my Scrum Master we set up and iterated on a process the scaled from a single production pod working on three Champions in development to three pods with nine Champions in development. We supported the live Champions with balance, bug-fixing, and re-kits in response to player feedback and data analytics. -
Sr. Game System DesignerTurbine May 2004 - Jan 2010Needham, Massachusetts, Us -
Adjunct FacultyChamplain College Jan 2013 - May 2014Burlington, Vt, UsDuring the Spring 2013 I taught an Advanced Seminar: Game Design, and I'll be doing so again in the Spring of 2014. During the class students work on individual products, and listen to me spin tall tales of life in the trenches. All while surviving a gauntlet of critiques, from myself and their peers, on their project each week. I travel up during the first class, the midterm, and the final. All other classes are held via the interwebs. -
Art DirectorTurbine Inc. Aug 2002 - May 2004
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Sr. Technical ArtistTurbine Inc. May 2000 - Aug 2002Responsible for: 3d Art Pipeline Creation and Optimization, Character Setup, Animation, Scripting, Particle Fx, integration with Design.
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Lab Instructor For Character Setup & DesignFull Sail Real World Education Oct 1999 - May 2000Winter Park, Fl, UsCurriculum Development, Tutorial Creation, Exam Creation, Occasional Lectures, Lab Instruction
Chris Clay Skills
Chris Clay Education Details
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Full Sail UniversityDigital Media -
University Of MichiganGeology
Frequently Asked Questions about Chris Clay
What company does Chris Clay work for?
Chris Clay works for Qloud Games
What is Chris Clay's role at the current company?
Chris Clay's current role is Executive Producer.
What is Chris Clay's email address?
Chris Clay's email address is ha****@****ail.com
What is Chris Clay's direct phone number?
Chris Clay's direct phone number is +178140*****
What schools did Chris Clay attend?
Chris Clay attended Full Sail University, University Of Michigan.
What skills is Chris Clay known for?
Chris Clay has skills like Game Design, Video Games, Game Development, Animation, Game Mechanics, Scripting, Mmo, Gameplay, Level Design, Computer Games, Online Gaming, Game Art.
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