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Jonathan Galloway Email & Phone Number

Ask me about 3D Content tools and workflows, Realtime 3D Rendering. No matter who I work for, my opinions are my own. at Bluepoint Games
Location: Leander, Texas, United States 17 work roles 1 school
1 work email found @bluepointgames.com 3 phones found area 512 and 347 LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

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Work email j****@bluepointgames.com
Direct phone (512) ***-****
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Current company
Role
Ask me about 3D Content tools and workflows, Realtime 3D Rendering. No matter who I work for, my opinions are my own.
Location
Leander, Texas, United States

Who is Jonathan Galloway? Overview

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Quick answer

Jonathan Galloway is listed as Ask me about 3D Content tools and workflows, Realtime 3D Rendering. No matter who I work for, my opinions are my own. at Bluepoint Games, based in Leander, Texas, United States. AeroLeads shows a work email signal at bluepointgames.com, phone signal with area code 512, 347, and a matched LinkedIn profile for Jonathan Galloway.

Jonathan Galloway previously worked as Principal Technical Artist at Bluepoint Games and Senior Design Technologist at Amazon Web Services (Aws). Jonathan Galloway studied at Dixie State University.

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Email format at Bluepoint Games

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{first_initial}{last}@bluepointgames.com
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Profile bio

About Jonathan Galloway

I have over 29 years of experience in 3D production, technologies and AAA video game development, with a core background in 3D art and technologies.I am a tinkerer at heart, making game tech and experiences fulfills all of my creative desires. I have directly contributed to the design, art, and development of over 16 shipped titles, as well as several canceled or unannounced projects and demos. And I have worked on many game engines and their tool ecosystems. I have strong technical skills, including specialization in shaders and rendering, content tools and workflows, procedural design systems and toolkits, and scaled world building.I also have experience with many content creation, production and technical tools. I have excellent leadership and management skills and am highly creative, with a passion for creating immersive game experiences. I have strong collaboration skills and am able to work effectively with other members of the development team. I am adaptable and able to quickly learn and adopt new tools and technologies.I have worked with influential companies including EA, Activision, Atari, Take2/Rockstar, Sony, Amazon Game Studios and AWS Game Tech.My specialties include technical art, shaders and rendering, content tools and workflow design, Python, procedural world building systems and toolkits, terrain, environment art, performance optimization, content memory management, and product/program/project/production management. I am Scaled Agile certified.I believe the future is platform agnostic gaming experiences and cross-platform play that focus more on the consumer and their identity, then the identity of the device or service we play through. A web of game experiences spread across all the devices in our life. We may take gaming on the go with our tablets and phones, but come home to an extended HD experience in our living room, or cutting edge PC. (I guess my long term vision, right now connects to what people are now calling the metaverse.)Projects:- Open 3D Engine (o3de.org)- AWS Lumberyard- MaxplayGDS, w/ OrigamiSky (Cross-platform)- Uncharted: The Nathan Drake Collection (PS4), - Gravity Rush Remastered (PS4), - Titanfall (X360)- Starhawk, and Warhawk (PS3)- (many others included in my profile below)6Specialties:- Technical Art- Shaders and Rendering- Content Tools and Workflow Design, Tools, UX- Python- Procedural World Building Systems and Toolkits- Terrain- Environment Art- Performance Optimization- Content Memory Management- Product/Program/Project/Production Management- Scaled Agile Certified

Listed skills include 3D Modeling, Maya, Photoshop, Texturing, and 36 others.

Current workplace

Jonathan Galloway's current company

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Bluepoint Games
Bluepoint Games
Ask me about 3D Content tools and workflows, Realtime 3D Rendering. No matter who I work for, my opinions are my own.
AeroLeads page
17 roles · 34 years

Jonathan Galloway work experience

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Senior Design Technologist

Seattle, Wa, Us

Sr. DT on O3DE (formerly Lumberyard), less Biz and more Product Design and IC work+ Lumberyard lead and SME in many areas+ Realtime 3D Rendering features and functional designs+ Look Development tools and workflows+ Material and model workflows, material data, material component, material editor+ ACES color managed workflow and tonemapping+ Color management tools and workflows+ HDR Color Grading tools and workflows+ Happy Path research and analysis+ Scripted Content Tools and Workflows (Python everywhere)+ DCC workflows and inter-op+ Service ideation design, research and writing (PRFAQ)+ Automated and Procedural World Building+ Onboarding, mentoring and leadership for Design Technologists, Technical Artists and other Creative Professionals+ First Customer dogfooding and feature/testing artifacts+ Sample content packages+ Advise all teams that relate to content (such as editor, viewport and pipelines), and/or interface directly with the rendering engine (animation, script canvas, tools)+ I advise the PM team regularly and often directly collaborate with them on defining initiatives+ I embed and collaborate directly with the UX team on a regular basis+ I help our customers get the most out of O3DE (sample assets, workflow tutorials and documentation, troubleshoots, or even helping them with new features or customization.)+ Top 50 contributor on O3DE github (even though not writing a lot of engine code)

Oct 2020 - Jun 2023

Senior Product Manager - Technical

Amazon, Lumberyard - Austin

Advanced Technical-Art for game development as well as Product Design (Editor tools and workflows)+ Feature Planning and Customer Experience Design+ First Customer (Dogfooding)+ Technical collaboration with Engineering (getting dirty in the trenches)+ Product Owner (AGILE, JIRA, Certified Agilist)+ Technical Documentation (internal and public facing docs)+ Thought Leader in Procedural World Building Tools and Workflows for Games (how do we execute quality at scale?)+ Overall coverage of my areas of the project: design of components and workflow, product management, documentation, technical demonstrations, presentations, etc.PM-T for Atom the new real-time 3D rendering engine powering O3DE+ Rendering engine feature set+ Rendering and Content Tools and Workflows+ Improvements to the FBX and model data pipeline and feature set+ PBR shading model feature set (including research and analysis)+ Material data file specs (human readable, machine scriptable)+ Feature and Component functional design: for example PostFX system (stack, layers and volumes)+ More...High value contributions to Lumberyard (now O3DE):+ Dynamic Vegetation (procedural biome design and placement workflows.)+ Landscape Canvas (A node-graph preview and workflow option to make dyn veg more artists friendly and intuitive)+ Terrain (design and contribution to proof of concept, which is to design a workflow that utilizes the underlying systems and most of the components from Dynamic Vegetation - more importantly a unified procedural world toolkit the emphasizes sharing world systems and data)+ Python for Technical Artists (python everywhere for automation and extensibility. I did all of the research and design and participated in the functional specification for the Editor bindings, this was first scaled and rolled out to Automated Testing but has now become ubiquitous: Editor bindings, Material Editor, Python Asset Builders, Scriptable Asset Pipeline and DCC interop)+ More...

Feb 2018 - Oct 2020

Senior Technical Artist / Product Owner

Amazon, Lumberyard - Austin

Technical Art, Experience Design and Product Design:+ Large Worlds, procedural work building engine features and editor toolkits+ Component functional design and UX+ Environmental component and rendering needs+ PBR Materials and lighting+ Technical content demos+ GDC/Siggraph presentations, blog posts and other social outreach

Oct 2016 - Feb 2018

Technical Art Director / Product Owner

San Francisco, Ca, Us

MaxPlay™ is a cross-platform digital technology company focused on the games as a service market. MaxPlay is building world-class tools and technologies putting power in the hands of developers to create & publish amazing games and take the guess work out of running games as a live service. MaxPlay has assembled a core team of experienced game technologists, developers, product and publishing experts and are looking for talented individuals who are passionate about transforming the way we develop, publish and operate great games!Current Resume (new school): https://drive.google.com/file/d/0B973UY99hCxAQ1lrTjIzX1dneGs/view?usp=sharingOld School: https://docs.google.com/document/d/1tvP4x2mRZSd2TPn5fLQMX8yBuWQtuWHnbCicrDrsZmE/edit?usp=sharingProduct Owner:* Game editor workflows, tool and product design* Work daily with feature oriented cross-discipline teamsTechnical Art Director:* Maya oriented workflows and tool design + tool coding - I program primarily in Python* Shader programming: - Maya HLSL in .fx files - Runtime HLSL ps and vs files* Demos: creative direction and design* Demos: shaders, materials, modeling, lighting and additional technical art needsProducer (style) responsibilities:* Produce demos* Work with external contracting and outsourcingSAFe (Scaled Agile Framework for Enterprise) trained* Leading SAFe 4.0 Course Completion* Certified SAFe Agilist

May 2016 - Sep 2016

Senior Technical Artist / Product Owner

San Francisco, Ca, Us

MaxPlay™ is a cross-platform digital technology company focused on the games as a service market. MaxPlay is building world-class tools and technologies putting power in the hands of developers to create & publish amazing games and take the guess work out of running games as a live service. MaxPlay has assembled a core team of experienced game technologists, developers, product and publishing experts and are looking for talented individuals who are passionate about transforming the way we develop, publish and operate great games!

Mar 2015 - May 2016

Senior Technical Artist

Bluepoint Games

The best description of the work I do at Bluepoint Games is the sum of the following skills:+ Developer and champion of art pipeline, workflow, process and tools+ Data wrangling, conversion, optimization and memory management+ Level and content tuning for quality, efficiency and performance+ Digital content creation+ Direction, mentoring and support of Art StaffThe core tools of choice for my work are: Python, Maya and Photoshop... as well as a wide assortment of in-house converters, custom tools and applications - whatever works to get the job done.

Apr 2013 - Mar 2015

Lead 3D Artist

Us

Day-to-day management and direction of core env. art team, for production of large scale environments and content for PS3 games (Starhawk)Most recently I was more directly evolved in the evolution of creative design and content creation, and I did a lot of research and prototyping; however I still also handled a lot of the Technical Art workload, such as planning, organization, tools research/design, workflow and pipeline implementation, and general firefighting or game performance tuning.I split the active duties of 'art direction' with another Lead Artist:- I did a lot of technical design and planning, naming conventions, data structure, process, optimization.- My counterpart did a lot of the aesthetic polish and iteration (I started most things, he drove them to shippable quality.) Specialties:+ Large Worlds: I designed a pipeline, build process, tools and workflows for development of large terrain areas and env deco placement.I also played a large role in the design and implementation for many technical aspects of our content:+ Destruction: Hero landmarks and our 'Build and Battle' system.I was a core lead on the game, in addition to managing the Environment Artists team, I worked in many areas and was one of the artists making sure we can make the vision happen on the content side of things:+ Environment design, research and art direction+ Advanced 3D Modeling+ Modeling workflows and toolkits+ Material design and material pipeline tools+ Terrain (and terrain process, tools, workflows and pipelines.)+ Environment design and layout+ Environmental lighting + DCC tool extensions+ New specialized material shaders (for instance wavy grass), in-engine and in DCC preview versions.

Jan 2010 - Oct 2012

Technical Art Director

Tokyo, Jp

At Incognito / SCEA, I fill a senior role of Technical Lead over art content. I manage art asset production process, workflows, tools and pipelines for getting working content into the game engine. My duties also include overseeing work that has been outsourced to external art companies. We are a small team, in addition to my more senior responsibilities I am also tasked with content creation and oversaw the creation of all of the terrain and much of the large scale battlefield environment modeling for our Warhawk expansions.

Jul 2007 - Dec 2009

Senior Producer (Global)

Irvine, Ca, Us

Working at K2 I filled the role of Senior Producer (Global Dev.), overseeing the US and other regional launches of two MMO products currently being developed out of East Asia. At the time, I was living and working based out of Osaka, Japan. The Korean MMO we localized and launched was titled "Sword of the New World" in the US. Day-to-day I was also working internal at a Japanese developer helping to manage the development, infrastructure, launch and global release of a Gundam MMO.

Jan 2007 - Jul 2007

Senior Producer

New York, Us

I worked mainly on the Dungeons and Dragons franchise, where I was the Lead Producer responsible for the release of Neverwinter Nights 2; working with Obsidian to finalize production, manage contracts and licencing, CGI intros and voice overs. I also worked on the creative development of new titles and IP.

Jan 2006 - Dec 2006

Product Development, Research And Analysis

New York, New York, Us

Planed and coordinated various aspects of video game, or entertainment products, from product conception through launch. Reviewed interim product builds and worked on the creative design of many popular R* games - promoting creative innovation and competitive market value, and ensure product objectives are attained. I worked on aspects of PD like combat design and art direction for The Warriors, and ground up concept and design for aesthetic open world titles like Red Dead Redemption.

Oct 2003 - Jan 2006

Producer, Project Lead, Creative Director And Art Director

Ritual Entertainment

Was a Project Lead and the Creative Director on Star Trek: Elit Force 2, and was also Producer on the project as the primary contact with Activision who published the title. In this position I oversaw the team in day-to-day development, and interfaced between departments (design, art, programming.)Prior to this position, I helped the owners set up a small team to develop a budget title based on the Blair Witch franchise.

2000 - 2003 ~3 yrs

Lead 3D Artist

Singletrac Studios
1998 - 1999 ~1 yr

Art Director, Assoc. Producer

Parsoft
1995 - 1997 ~2 yrs

3D Artist

Mojave Interactive
1993 - 1995 ~2 yrs
1 education record

Jonathan Galloway education

  • Dixie State University
    Dixie State University
FAQ

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What company does Jonathan Galloway work for?

Jonathan Galloway works for Bluepoint Games.

What is Jonathan Galloway's role at Bluepoint Games?

Jonathan Galloway is listed as Ask me about 3D Content tools and workflows, Realtime 3D Rendering. No matter who I work for, my opinions are my own. at Bluepoint Games.

What is Jonathan Galloway's email address?

AeroLeads has found 1 work email signal at @bluepointgames.com for Jonathan Galloway at Bluepoint Games.

What is Jonathan Galloway's phone number?

AeroLeads has found 3 phone signal(s) with area code 512, 347 for Jonathan Galloway at Bluepoint Games.

Where is Jonathan Galloway based?

Jonathan Galloway is based in Leander, Texas, United States while working with Bluepoint Games.

What companies has Jonathan Galloway worked for?

Jonathan Galloway has worked for Bluepoint Games, Amazon Web Services (Aws), Amazon, Lumberyard - Austin, Maxplay.Io, and Lightbox Interactive.

How can I contact Jonathan Galloway?

You can use AeroLeads to view verified contact signals for Jonathan Galloway at Bluepoint Games, including work email, phone, and LinkedIn data when available.

What schools did Jonathan Galloway attend?

Jonathan Galloway studied at Dixie State University.

What skills is Jonathan Galloway known for?

Jonathan Galloway is listed with skills including 3D Modeling, Maya, Photoshop, Texturing, Level Design, Terrain, Terrain Modeling, and Environmental Modeling.

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