Dmitry Gladilin

Dmitry Gladilin Email and Phone Number

Art Producer, Art Director with 16+ years of experience in Art Production @ Кефир
volgograd, volgograd, russia
Dmitry Gladilin's Location
Georgia, Georgia
About Dmitry Gladilin

I've been working in computer game development for over 16 years. I started with VFX in film and TV, worked in 3D Environment, and then focused on Art Direction and Art Team Management.In my 5 years as an art producer, I've grown to love games even more and realized that I enjoy doing two things more than anything else:- Immersing myself in the essence of things, working with the product, in finding the best solution to its visuals in order to achieve the business goals of the project- Creating comfortable, stable, trusting teams and efficient processes, helping people realize their wildest ideas and doing what they do best - making great games.Translated with www.DeepL.com/Translator (free version)

Dmitry Gladilin's Current Company Details
Кефир

Кефир

View
Art Producer, Art Director with 16+ years of experience in Art Production
volgograd, volgograd, russia
Website:
kefirgames.ru
Employees:
73
Dmitry Gladilin Work Experience Details
  • Кефир
    Art Producer
    Кефир Jul 2023 - Present
    Москва, Россия
  • Restricted
    Art Producer
    Restricted Sep 2022 - Present
  • Vectorgames
    Art Producer
    Vectorgames Jul 2021 - Jul 2022
  • Game Insight
    Art Producer Marketing Production
    Game Insight Feb 2020 - Jul 2021
    - Elaboration of the concept, production methodology at all stages- MVP on the basis of the available resources of the video production department of the company. MVP proved the correctness and effectiveness of the concept.- Definition of the structure, specialists and roles to reach the planned figures- Search, hiring, adaptation of core-team (creative, production, management leads) and missing employees.- Development, implementation, initial testing of updated pipelines, management processes, communications, analysis of results- Formation and launch of the development program for the employees of the video production department of the company, a transition to the new pipeline and the new technological base. - Developing criteria, methods to evaluate the success of creatives and further improve their performance- Setting up the process of searching and further work with a large number of vendors for further scaling - Development of requirements, writing the terms of reference for the development of internal tools for storage and searching for creatives and analysis of the resulting UA indicators- Developing a strategy for further expansion of the direction, budgeting, hiring schedule for the year- Setting up sustained communication between the marketing production department and the product teams, both to increase the efficiency of creatives development and to test product hypothesesThe result of my work was:- Creation of a self-sufficient distributed department providing a full cycle of marketing video development for the company's projects- Increasing the number of produced unique creatives (not counting re-sizes) from a few per month to hundreds per month- Systematic growth of the average IPM of commercials, the frequency of getting to the required UA metrics- Switching to the production of video content using Unreal Engine, which significantly increased the speed of content development
  • Game Insight
    Art Producer Airport City
    Game Insight Feb 2019 - Feb 2020
    In parallel with Guns Of Boom, I was involved in the Airport City project to solve the problem of significant renovation of the project, which at that time was in operation for more than 10 years. Key tasks:- Auditing the project in terms of visual appeal of the product for the user, technical state, art-processes, team- Formation of the concept of renewing the visual part of the project: market analysis, core audience, references, suggestions, ideology of the product visual development - Decomposition of the concept to the followed level: objectives, art and technical terms of reference, work plan by stages and terms- Support of all aspects of the plan realization during the year- Creating of development pipeline, training of art teams- Engaging additional expertise and resources from other art teams and departments, organizing communication and collaboration- Preparation and conduction of briefs, meetings, standups, and creative brainstorming sessions - Comprehensive feedback to the art team, quality control of the art content at all stages of workThe result of my work on the Airport City project was: - Releasing a major update "7.0" that added 2.5D and 3D technologies to the project, increasing its credibility, visual appeal and audience interest in the project, which led to a significant increase in metrics and made it possible to take the project with a rich history to a new stage of development- The list of features, technologies and improvements for further development of the visual part of the product formed in the process of work continues to be implemented to this day
  • Game Insight
    Art Producer
    Game Insight Jun 2018 - Jan 2020
    In parallel with Guns Of Boom I was involved in transferring the best approaches, knowledge and practices to the art departments of other studios of the company. Accomplished tasks and goals: - Auditind the condition of the art teams of all the company's projects- Creating and presentation of the art strategy reorganization for the company's top management- Creation and support of the work and event plan for the strategy realization. - Implementation of successful methods, recommendations, requirements to the art-department of the company- Working with art-team leads and line employees to adjust processes and pipelines. Training of new tools and methodologies.- Preparation and conducting cross-project art summits, master classes for all art teams of the company- Setting up horizontal communication between artists working on different projects- Preparation and organization of reports at industrial events and meetups
  • Game Insight
    Art Producer Guns Of Boom
    Game Insight May 2018 - Dec 2019
    On the GoB project I solved the following tasks: - Supporting the work of the art department. Solving any problems that arise: processes, plans, technology, people.- Ensuring communication and synchronization of work of art-department with producers, bizdevs, company departments. - Continuous research of the market, new technologies and trends. - Preparation and presentation of proposals for the further development of the visual part of the project, with justification of their financial and marketing product value.- Implementation of control instruments and automation of the art-department work processes, giving a transparent picture of what is going on at any given moment- Budgeting, launching of the system of evaluation, goal setting and growth of the art-department stuffNotable achievements:- Art production of a number of product collabs with various brands (The Walking Dead, ESL, Danny Trejo, Razor, etc.), including synchronization of content development in a given theme, taking into account specific stylistics, concept worlds, real characters, actors, requirements of rights holders, partners.- Creative elaboration and support of content production for special projects, regional marketing campaigns, in direct contact with the producers and regional site managers- Development and implementation of the Guns Of Boom project pipeline for the rapid production of marketing materials based on the Unity engine. This approach allowed to reduce the development time of trailers, teasers and marketing creatives by 3-4 times (from several months to several weeks).- Organization of regular internal reports, stand-ups, presentations, workshops, courses to share knowledge, provide professional and creative growth of the team.
  • Game Insight
    Art Director Guns Of Boom
    Game Insight Oct 2016 - May 2018
    General:- Conducting market research, visual trends of games on various platforms- Organization of processes of formation, formalization, a unique recognizable visual style of the project- Providing a systematic development of the project's visuals and style in a given direction- Preparation, organization of briefs, meetings, standups- Feedback to art-team on all stages of work- Solving any technical and creative problems that arise during the development of project graphics.- Creating guides, art documents, quality controlManagement, organization:- Forming a development plan and controlling risks with producers, project management, area leads - Developing department structure, including reporting architecture, job descriptions for all roles and functions- Generating requirements, strategies for further development of the department- Writing, interviewing, hiring, and onboarding new employees- Significant improvement in the accuracy of planning the delivery of features and content on the horizon of 3-6 months- Development and implementation of the system of standards for all types of content and stages of its development. The system has significantly improved the accuracy of hitting the initial estimate within the actual deadline.Tech:- Organization, successful R&D and formation of techsteca visual component of Guns Of Boom project- Formation and implementation of Pipelines for the development of all types of content in the project, taking into account the technical capabilities of the project, its stylistic component, the release schedule.- Implementation of methods to guarantee quality control of the manufactured assets at all production stages from idea to release. - Developing and implementing systems to control the project's content, automation of basic performance metrics profiling. - Formation of constant processes to optimize the performance of the visual part of the client.
  • Game Insight
    Art Director Q1 Studio
    Game Insight Sep 2015 - Oct 2016
    - [Q1] Tank Domination (PC, Mobile)- [Q1] Guns Of Boom (PC, Mobile)- [Q1] Starborn Wanderers (PC)- [Q1] Celestials (PC)- Managing a team of 30+ employees working on four Q1 3D projects- Selecting and interviewing employees to the team- Organization of studio Art-department work- Search, implementation, control of visual and technological solutions in the studio's projects- Creating and implementing a pipeline of visual content development projects, taking into account technical constraints, set deadlines, the requirements of the heads of the projects, the studio, the company- Managing the lead artists on projects in the development and further development of the visual style of the projects- Developing the plan and control of terms for the development of the visual content of the studio's projects- Gathering and analyzing information under the studio supervisor's assignment- Researching and introducing new technologies
  • Game Insight
    Art Manager Q1 Studio
    Game Insight Dec 2014 - Sep 2015
    - [Q1] Tank Domination (PC, Mobile) http://ru.tankdomination.com/- [Q1] Guns Of Boom (PC, Mobile) http://www.gunsofboom.com/ru/about/- [Q1] Starborn Wanderers (PC) http://www.starborns.com/ru/- [Q1] Celestials (PC) http://www.celestials.com/ru/- Coordination of work of employees of the department- Reconciliation, formulation, setting, control of the entire scope of departmental objectives- Holding meetings and their planning in the course of performing the departmental tasks- Drawing up, coordinating with heads of departments and the studio's director a work plan, aims and basic stages of visual content production for the studio's projects- Control of deadlines for the development of the artistic part of projects in accordance with the approved plan (schedule)- Development and maintenance of technical, organizational documentation of the department- Drawing up and coordinating intermediate and final reports on artistic production with the heads of departments, submitting intermediate and final reports to the studio's and company's management- Gathering and analyzing information as instructed by the studio director- Researching and implementing new technologies to improve the visual quality of projects and accelerate content production
  • Game Insight
    Project Manager
    Game Insight Dec 2013 - Sep 2014
    - [17Bullets] Rock the Vegas (iPad, iPhone)- [17Bullets] Mystery Manor Blitz (iPad)- [17Bullets] Incredible Heist HD (iPad)- [17Bullets] Big Business Deluxe (Android, iPhone, AMAZON)- [17Bullets] Big Business HD (iPad)- [17Bullets] Paradise Island (Android)- [17Bullets] Paradise Island Exotic (iPhone)- [17Bullets] Paradise Island HD (iPad)- [17Bullets] Mystery Manor HD (iPad)- [17Bullets] Legacy of Transylvania HD (iPad)- [17Bullets] Paradise Island2 (iPad)- [L!keGames] Mystery Manor (Android, iPad, iPhone, AMAZON, Mobage, FB)- [Q1] Dragon Entenity (Android, iPad, iPhone, AMAZON)- [Q1] Tank Domination (iPad, iPhone)- Ensuring uninterrupted operation of the studios - Organization and maintenance of interaction with other departments of the company's entrusted studios- Working out and coordinating with heads of departments and supervisors the goals and main stages of the design and development projects- Control over the terms of projects in accordance with the approved plan (schedule)- Keeping project documentation- Coordinate the work of project team members- Control the quality of work fulfillment on the projects- Adjustment of project schedules and budgets, coordination of changes with company management- Calling and planning meetings in the course of projects- Forming and coordinating interim and final project reports with department heads. Preparation of interim and final reports for the company's management- Gathering and analyzing information as assigned by supervisor- Solving problems that arise in the process of working on projects
  • Evoteam
    Producer
    Evoteam May 2012 - Dec 2013
    Moscow, Russian Federation
    www.evoteam.ruEvoTeam Company is an innovator in team building trainings and new generation corporate adventures. Thanks to the theatrical-stage approach and our own technical developments we have created a unique corporate training - Teambuilding 2.0.We create events on the level of "Interactive cinema" where each participant becomes a part of the invented world and experiences the whole range of emotions of his character.
  • Evolution
    Producer
    Evolution 2009 - 2012
    Development of project concepts- Writing project documentation- Development and debugging of usability interfaces- Development of social and game mechanics of projects- Monetization of projects- Analyzing projects and advertising campaigns- Working with publishers and partners- Collecting data for project reporting- Preparing presentation materials on projects and the company as a whole
  • Cybercrew
    Lead Level Designer
    Cybercrew Sep 2007 - Sep 2009
    - Level Design Browser Based MMORPG "Technomagic" http://www.tmgame.ru- Level Design 3D MMORPG "8-th Day" http://www.8day.com
  • It Territory
    Video Editor
    It Territory Dec 2005 - Aug 2007
    http://www.territory.ruhttp://www.games.mail.ru

Frequently Asked Questions about Dmitry Gladilin

What company does Dmitry Gladilin work for?

Dmitry Gladilin works for Кефир

What is Dmitry Gladilin's role at the current company?

Dmitry Gladilin's current role is Art Producer, Art Director with 16+ years of experience in Art Production.

Who are Dmitry Gladilin's colleagues?

Dmitry Gladilin's colleagues are Александр Косулин, Stanislav Pirozhkov, Olga Nikolaeva, Fitriya Widya, Artem Kupriianov, Станислав Минаев, Artem Safronov.

Not the Dmitry Gladilin you were looking for?

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.