CREATIVE EXECUTIVECreative leader with extensive experience and exceptional skills in the gaming industry. Successfully managed large, global development teams, demonstrating strong leadership, multicultural understanding, and effective communication skills. Proficient in production pipelines, development practices, and techniques. Directed all aspects of game production, including initial concept, game design, artistic vision, scriptwriting, storytelling, music, and global promotion. Open-minded and receptive to new creative ideas and solutions. Led the creation of multiple AAA quality titles from concept to release, consistently meeting challenging deadlines and budget constraints.BIOWith a lifelong passion for video games, cultivated a substantial career in the gaming industry, commencing in the south of England in 1991. Beginning as a pixel artist, contributed to classic games for the Super Famicom, Gameboy, Mega Drive, Atari ST, Amiga and PC platforms. Transitioned to PlayStation's London Studio, as Director of Animation for the acclaimed title "The Getaway" on the PS2, bringing the city of London to life. Relocated to Japan joining JAPAN Studio, and held roles as an Animator, Art Director, and ultimately as a Creative Director. Achieved critical acclaim for creating "Puppeteer," a whimsical and visually striking game. As Creative Director for the remake of the PlayStation classic "Demon’s Souls," entirely rebuilt for the PlayStation 5 launch. Relocated to California (Los Angeles) in the position of VP Creative at Scopely, leading all games in development, and steering the company from a mobile-centric focus to a multiplatform gaming powerhouse.#OpenToWorkIf you would like to contact me directly:Gavinmgavin@gmail.com
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Vice President CreativeScopely Aug 2021 - Feb 2024Culver City, California, UsIdentify, Develop and Create world class gaming experiences and brands that Resonate far into the FutureCross Platform & Cross PlayLeading the change from a mobile centric organization to a multiplatform gaming powerhouse.The Experience is EverythingDemand & Champion quality, make the best without exception.Set the creative quality bar. Overseeing all games in development to make sure that they are of exceptional quality in the areas of production, creativity, and fun. Brand BuildingBroaden the fan base /grow the brandsHeading up Franchise Development, working across departments to develop strategies, brand bibles and 10-year plans for all new IP.Transmedia Creative Executive Ownership of Creative, Quality and ContinuityCollaborating with divisions, development teams and marketing departments to oversee all transmedia projects, to create brand awareness and build fan bases before, during and after game launches. Player & Market FirstIdentify and focus team / game on player and market needsProvide teams with a different POV that focuses on the wants of the Player and Market and instigate changes to meet those needs.New IP - Player & Market NeedsIdentify, Investigate and Evaluate Opportunities & TrendsOur IP - Care DeeplyDemand, champion, and challenge from concept to launchCare deeply about our teams and our games and demand, champion, defend and challenge the teams to create AAA experiences. The biggest fan and the toughest critic. -
Creative DirectorSony Interactive Entertainment Apr 2010 - Mar 2021San Mateo, California, UsCreative Director in charge of a team of talented game creators bringing new and imaginative products to PlayStation Consoles.Overseeing all aspects of game creation from concept, gameplay, story, script, music and visuals to create the best entertainment experience for the end user.Work closely with executive producer and production team to to make sure that titles are brought in on time and to budget.Manage and brief external vendors (global) on all aspects of the game. Making sure that all assets created are to quality and match the overall vision of the title.Working closely with global marketing to support promotion of titles. Creating and directing promotional assets,Published titles: Demon's Souls (PS5) -
Art Director (Duel Role)Sony Interactive Entertainment Apr 2009 - Mar 2013San Mateo, California, UsOrganizing and creating cutting edge interactive visuals for all PlayStation consoles. Managing a team of artists and creating schedules, workflows and pipelines. Overseeing every stage of the creation of games, from formulating concepts to supervising production. Worked with 2D and 3D artists, animators, modelers, and other artistic staff to coordinate all the visual images used in titles. Supervise both in-house and off-site staff, handle management issues, and oversee the entire artistic production processPublished titles: Puppeteer (PS3) -
Animation DirectorSony Interactive Entertainment Apr 2004 - Mar 2009San Mateo, California, UsOrganizing and creating cutting edge interactive and movie animation for all PlayStation consoles. Managing a team of animators and creating schedules, workflows and pipelines. Investigating new technologies and implementing them into existing workflow practices.Motion capture direction and planning.Published titles: Forbidden Siren2 (PS2), Siren:Blood Curse (PS3) -
Senior AnimatorSony Interactive Entertainment Apr 2003 - Mar 2004San Mateo, California, UsCreated animations for Siren a horror title by keiichiro Toyama, creator of Silent Hill.Created animation pipelines, workflows and best practices.Published titles: Forbidden Siren (PS2) -
Senior Artist / Director Of AnimationPlaystation London Studio Apr 1997 - Mar 2003London, Soho, GbCreated characters and animation for various PlayStation titles.Team lead managing a group of artists and animators to create groundbreaking in-game and cutscene visuals on schedule and to budget. In charge of researching and creating character modeling and animation pipeline technologies. Direction of Motion capture artists and performers.Published titles: This is Football 1 (PS1), The Getaway (PS2)Notable accomplishments:Facial animation and scanning technologyWorked closely with external vendor (Eyetronics) to create ultra hi-resolution facial and body scanning technology for The Getaway. This technology used multiply cameras to capture 360-degree imagery. Images would then be spliced together using inhouse proprietary software to create 3D models. This process also included the creation of modeling and facial animation pipelines (Software: Maya) to produce realistic facial animation in-game.Article: https://www.gamasutra.com/view/feature/131498/talking_heads_facial_animation_in_.phpMotion capture technologyWorked closely with external vendor (Kaydara) to create 5 person performance capture technology (Software: Filmbox – later to become MotionBuilder). Data captured included body and hand motion, with reference video for full stage and individual actor body/facial motion. Actor speech/sound was recorded simultaneously to create realistic performances. -
3D Artist/AnimatorEpic Group Plc Apr 1995 - Mar 1997Created hi-end 3D graphics and animation on various game and production titlesPublished titles: Drowned God (PC)
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2D/3D ArtistMindscape Mar 1991 - Mar 1995Amstelveen, NlCreated animated sprites, backgrounds, 3D models and characters for various tiles on a range of hardware, including Gameboy, Megadrive, Famicom, Super Famicom, Amiga, Atari St and PC.Published titles:Alfred Chicken, Out to Lunch, Warhammer: Shadow of the Horned Rat
Gavin Moore Education Details
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University Of BrightonGraphic Design And Illustration
Frequently Asked Questions about Gavin Moore
What is Gavin Moore's role at the current company?
Gavin Moore's current role is Creative Executive Leader | Creative Director | Game Development Specialist.
What schools did Gavin Moore attend?
Gavin Moore attended University Of Brighton.
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