Dave Lieber

Dave Lieber Email and Phone Number

Senior Narrative Game Designer @ Turtle Rock Studios
Greater Seattle Area
Dave Lieber's Location
Bellevue, Washington, United States, United States
About Dave Lieber

I've been labelled in my career as being a sought-after force-multiplier, an indispensable problem-solver, a cross-discipline web-weaver, a team-bolstering honest creative advocate, and "the glue that holds everything together", among other complementary and enigmatic descriptors. All that adds up to being seen as invaluable by whoever I‘m working with, and working with just about everyone.For most of my life I’ve been driven by the experience that comes from getting pulled into imaginary worlds, through stories, characters and interactions. I believe in the unique opportunity that games as an art form gives us to do that, and I’ve had the pleasure to be a part of building some of the best places to get lost in.I’ve had a long and storied set of experiences in entertainment and games, and I expect no end to the uniqueness of my journey. Over the last decade, the list of systems, teams and processes I haven’t been involved in has become overshadowed by those I have, but most recently I’ve settled into a role developing Narrative-driven systems for ambient, open-world and linear game experiences.No matter the details, it always comes down to what the person playing is experiencing, across any number of potential axes, and whether that’s creating the feelings desired; working with a larger design to hopefully make her want to get lost even further.

Dave Lieber's Current Company Details
Turtle Rock Studios

Turtle Rock Studios

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Senior Narrative Game Designer
Greater Seattle Area
Employees:
232
Dave Lieber Work Experience Details
  • Turtle Rock Studios
    Turtle Rock Studios
    Greater Seattle Area
  • 343 Industries
    Narrative Systems Designer
    343 Industries Apr 2019 - Aug 2021
    Redmond, Wa, Us
    Held a unique role on the Halo Character Design team, bridging the gap between AI combat, narrative design, campaign world design, and audio. - Projects: Halo: Infinite (In Progress: 2021)- Developed narrative features and content for characters and ambient storytelling.- Iterated with campaign design team, working in lua script and game data/world editors to implement and push content through narrative systems.- Directly edited character, mission and narrative scripts for linear campaign experiences, underlying world systems and systemic character behavior.- Coordinated with AI engineers and character designers on combat behaviors, code and scripts driving behaviors and associated narrative content, including dynamic dialogue, scripted sequences, and animations.- Scoped, designed, implemented, and wrote character dialog and descriptive direction.- Collaborated with discipline leads, designers, writers and producers to define, review, and execute scope of work and production content.- Closely coordinated with narrative and audio teams to create dynamic content within overlapping scripted gameplay and systemic combat systems.- Performed technical design and creative work across a wide array of content systems, features, and tools.
  • Bungie
    Senior Story Designer
    Bungie Jan 2015 - Apr 2018
    Bellevue, Wa, Us
    Acted in a Senior Design role, focusing on wide-reaching gameplay systems which establish or support ambient gameplay loops and narrative goals of the player experience.- Projects Completed: Destiny (2014), Destiny: The Taken King (2015), Destiny DLC3: Rise of Iron (2016), Destiny 2 (2017), Destiny 2 DLC1: Curse of Osiris (2017), Destiny 2: Forsaken (In-Progress)- Spearheaded effort to make ambient and discoverable story content a more substantial in-game mechanic, across varied types of gameplay, with surrounding experiences to contextualize and support in-game discovery.- Drove efforts to connect Open-World discoverable content through shared visual and experiential design, across varied gameplay and investment mechanics.- Collaborated on animation, interaction, and dialog systems for in-world and UI vendor performances and ambient social NPCs, giving social characters more life and response to players, and versatile performances to enable current and future design content.- Drove support and expansion of “Grimoire” story content, pushing designs to use story as motivation for exploration and completions.- Designed improvements to offline navigation of Grimoire content, including steps towards displaying content within the game UX.- Developed motion design language for “Ghost” character animation, to allow emotional performance and plan for customization and systemic interactions.- Prototyped, set up and iterated on Ghost “discovery” animation and UI mechanics, bringing character to life during discovery of story content.- Designed system for Ghost in-world interaction mechanics, contextualizing behavior and animation.
  • Bungie
    Cinematics Supervisor
    Bungie May 2011 - Dec 2014
    Bellevue, Wa, Us
    Developed and held a unique cross-discipline creative role within Narrative Design, Cinematics and Audio Teams, and the Production organization. Acted as an established leader in Cinematics to research, plan, iterate and execute on multiple rounds of Story iterations, and maintain the integrity and quality desired by the relevant teams.- Projects Completed: Destiny (2014), Destiny DLC1: The Dark Below (2014), Destiny DLC2: House of Wolves (2015), Destiny: The Taken King (2015)- Prototyped and planned systems for Narrative presentation of new game mechanics and social/open world gameplay concepts for a new world and design archetype.- Created designs, docs and example content, guiding writer passes, for multiple systems of vendor, ambient, announcement and combat dialog.- Took on post-launch maintenance, bugfixing and future release design for Destiny “Grimoire” system of narrative content, including designing in-game unlock experiences, collections and web-side presentation details, and managing and editing written content by a wide variety of internal and external contributors.- Implemented cinematic and audio content in game engine toolset, fixing bugs and directly participating in Narrative content design function and polish.- Spearheaded an internal pipeline and facility for simultaneous voice, motion, and facial performance capture for the first time in Bungie’s history- Developed pipelines for capturing, tracking and ingesting cinematic performance, created offline editing techniques to pre-vis and approve edits for highly complex sets of data across multiple stage setups, actors, and performance takes.- Produced high-level feedback discussions between Design and Narrative Leads to manage creative alignment, leadership feedback and design iteration, while maintaining input, morale, and feasibility for relevant down-stream content teams.- Participated in proposals for writing and cinematic content in order to respond to design changes.
  • Bungie
    Producer
    Bungie May 2008 - Apr 2011
    Bellevue, Wa, Us
    Provided upward-facing, high-level alignment with project and production leadership, as well as in-the-trenches content production support for Writing, Cinematics, Audio, Casting, Dialog Systems Design, FX, Skybox, and Outsourced Cinematic Animation.- Projects Completed: Halo 3: ODST (2009) Halo: Reach (2010)- Collaborated with audio and writing teams to design multiple efficient and effective systems of combat and ambient dialog that satisfied variety, clarity of player experience, and feasibility of production- Prepared, cast, and produced in-studio for several weeks worth of voice recordings for cinematic, mission, and ambient dialog systems- Negotiated and managed an Outsource Animation Vendor pipeline including managing scenes out and in with feedback and tracking hundreds of individual shots through dozens of different artists.- Created, iterated on, and proposed creative scoping solutions for Cinematic and Vignette content schedules in a high-pressure, time-limited production timeline.- Produced a team of on-site contractors to scope, research, create, and seek feedback on multiple palettes of environment props and design objects.
  • Blindlight
    Head Of Production
    Blindlight Jul 2004 - May 2008
    Burbank, Ca, Us
    Several internal promotions through outstanding work in casting, internal and external production to become the Head of Production Department at industry-shaping game services vendor in Hollywood- Projects included: Halo 2, Halo 3 (Microsoft, Bungie) The Elder Scrolls IV: Oblivion (Bethesda), Fallout 3 (Bethesda) Guild Wars, Guild Wars 2 (NC Soft, Arena Net) The Incredible Hulk (Sega, Edge of Reality), Iron Man (Sega, Secret Level), The Golden Compass (Sega, Shiny) Hellboy: The Science of Evil (Konami), Karaoke Revolution: American Idol (Konami) Yakuza (Sega), Sonic the Hedgehog (Sega) Star Trek: Legacy (Bethesda), Rogue Warrior (Bethesda, Zombie) Splinter Cell 3: Chaos Theory (Ubisoft), Lost: The Game (Ubisoft), Beowulf (Ubisoft), Surf’s Up (Ubisoft) 24: The Game (SCEE)- Managed multiple concurrent full VO productions from client initiation to proposal, budget, casting, production, recording, editing and final asset delivery.- Conferred with game producers to determine and manage ongoing schedules, budgets and all other aspects of writing, casting, production and dialogue editing for all projects.- Maintained, implemented and updated production schedules to ensure superior deliverables within tight deadlines and pre-determined budgets.- Created and maintained multiple new procedures and documents for executing and tracking projects and tasks.- Consistently produced superior individual work contributions under high-pressure demands and intensive time-constraints. - Provided support and direction in every aspect of VO casting and production for dozens of interactive titles for a diverse range of top publishers, developers and platforms.
  • Dawn Hershey Casting
    Casting Associate
    Dawn Hershey Casting May 2003 - May 2008
    Partnered with Dawn Hershey, CSA and with external clients directly to provide Casting, Script Breakdown and Voice Over Production Services for High-Profile Animated Series, Films, and Game projects.-Top Projects: Harvey Birdman: Attorney At Law (Cartoon Network) Stroker and Hoop (Cartoon Network) Teenage Mutant Ninja Turtles (Imagi Animation Studios) Re-Animated (Cartoon Network) Cat Tale (Imagi Animation Studios) Queer Duck: The Movie (Paramount)- Reviewed and Prepared scripts and provided casting feedback, planning and decisions.- Provided in-session coordination and assistance for Clients and Talent.- Researched and cast projects with both professional VO talent and celebrities.- Negotiated talent bookings and scheduling - Coordinated multiple studio sessions across coastal divides, scheduling conflicts and practical limitations to provide an outstanding experience for directors and talent and capture the best performances for the project.

Dave Lieber Skills

Game Development Video Games Animation Game Design Illustration Xbox 360 Cinematics Maya Computer Games Character Animation Photoshop Narrative Narrative Design Dialogue Gameplay Scripting Systems Design Writing Casting Audio System Design Game Design Documents Character Designs Voice Direction Microsoft Word Microsoft Excel Microsoft Office Microsoft Outlook Microsoft Powerpoint Microsoft Project Onenote Video Editing Adobe Photoshop Adobe Premiere Pro Wwise Subtitles Entertainment Storytelling Leadership Game Mechanics Video Online Gaming Creative Writing Creative Problem Solving Video Game Production

Dave Lieber Education Details

  • Rhode Island School Of Design
    Rhode Island School Of Design
    Animation/Film/Video
  • Gnomon
    Gnomon
    Animation

Frequently Asked Questions about Dave Lieber

What company does Dave Lieber work for?

Dave Lieber works for Turtle Rock Studios

What is Dave Lieber's role at the current company?

Dave Lieber's current role is Senior Narrative Game Designer.

What is Dave Lieber's email address?

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What is Dave Lieber's direct phone number?

Dave Lieber's direct phone number is +181860*****

What schools did Dave Lieber attend?

Dave Lieber attended Rhode Island School Of Design, Gnomon.

What are some of Dave Lieber's interests?

Dave Lieber has interest in Production, Animation, Game Development, Comics, Illustration, Art/design, Games, Painting.

What skills is Dave Lieber known for?

Dave Lieber has skills like Game Development, Video Games, Animation, Game Design, Illustration, Xbox 360, Cinematics, Maya, Computer Games, Character Animation, Photoshop, Narrative.

Who are Dave Lieber's colleagues?

Dave Lieber's colleagues are Carmelo C., Brenda Kennedy, Colby Nishimura, Emma Kratt, Dhani Hua, Roger Lundeen, Raymund Yeung.

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