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Executive, Director, Creative Director, Art Director and Illustrator with achievements in developing designs for digital worlds, characters, props and environments. Broad-based background in VR/AR, Video Game and Feature Film production. Strategic leadership and artistic direction to creative teams in scheduling and bidding, as well as in pipeline implementation. Strong communication and interpersonal skills with keen commitment to excellence. Establishes and cultivates productive relationships with professionals at all levels. Thrives within fast-paced environments and effectively performs multiple tasks simultaneously.
Jlrowell Llc
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Director And Producer And Art DirectorJlrowell LlcLos Angeles, Ca, Us
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Director / Producer / Art DirectorJlrowell Llc Jan 2017 - Present• Creative Direction, Art Direction, Concept Design, Story Boarding, Asset Production & Lighting• Interactive Concept/Prototype creation (Games, Film & Immersive) - “Unannounced Projects”• Responsible for pitch decks and presented concepts to board rooms & studio executives• Responsible for building an external team of subcontractors across USA, Europe and Asia• Negotiated deals with licensors and studio executives with project bids, budgets and schedules• 2D/3D Visual Development Artist / Illustrator
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Co-Founder / Evp - CreativeWevr Jan 2017 - Jan 2023Venice, Ca, Us• Responsible for creative direction and execution of Wevr’s original IP’s• Responsible for recruiting, hiring and talent management of 90+ developers over 6 productions • Participated in executive & board meetings focused on the company direction and product slate• Responsible for pitch decks and presented concepts to board rooms & studio executives• Provided project bids, budgets, schedules and crew breakdowns -
Director / Executive Producer / Art DirectorWevr Aug 2021 - Dec 2022Venice, Ca, UstheBlu - (VR-Standalone)• Responsible for a team of 20+ developers (USA & International)• Responsible for the vision, creative direction, art direction and execution of final product• Provided marketing and promotional art for the product -
Director / Executive Producer / Art DirectorWevr Jan 2017 - Jul 2021Venice, Ca, UsGnomes & Goblins• Nominated for the 2021 VR Award for “VR Game of the Year”• Collaborated with project Creator on the high concept & story creation• Responsible for the vision, creative direction and execution of the final product• Responsible for a team of team of 50+ developers• Provided art direction on all hero assets, world build, look-dev and lighting of the final product• Provided marketing and promotional art for the product -
Director / Producer / Art DirectorWevr Oct 2017 - Jan 2019Venice, Ca, UstheBlu Deep Rescue @ Dreamscape• Nominated for the 2020 VR Award for “Location-Based VR Experience of the Year” • Collaborated with project partners (Dreamscape) on the high concept & story• Responsible for the vision, creative direction and execution of the final product• Responsible for a team of 40+ developers• Provided art direction on all hero assets, world build, look-dev and lighting of the final product • Provided marketing and promotional art for the product -
Director / Producer / Art DirectorWevr Dec 2014 - Sep 2017Venice, Ca, UstheBlu (Season1)• Winner of the 2016 VR Award for “VR Experience of the Year” • Nominated for the 2016 VR Award for “VR Game of the Year”• Responsible for the vision, creative direction and execution of the final product• Responsible for a team of 25+ developers• Provided art direction on all hero assets, world build, look-dev and lighting of the final product • Provided marketing and promotional art for the product -
Creative Director / Art DirectorWevr Jul 2015 - Dec 2016Venice, Ca, UsGnomes & Goblins (Preview)• Nominated for the 2018 Emmy Award for “Outstanding Innovation in Interactive Media” • Collaborated with project Creator on the high concept & story creation• Responsible for a team of 25+ developers• Responsible for the vision, creative direction, art direction and execution of final product• Provided marketing and promotional art for the product -
Art LeadInfinity Ward Jan 2012 - Sep 2014Woodland Hills, Ca, UsCall of Duty: Ghosts• Nominated for the 2013 VGX Award for “Best Shooter” & “Best Multiplayer Game” • Winner of the 2013 VES Award for “Outstanding Real-Time Visuals in a Video Game” • Provided leadership to the art team and helped establish the visual direction of the game• Participated in leadership meetings with the studio head, producers and department heads• Provided art leadership, pitch art, team scheduling and budgeting across multiple Activision Studios• Provided art direction in concept, modeling, texturing, rigging and look-dev for characters & props• Responsible for creative direction for marketing content, user interface (UI) and in-game HUD -
Cinematic DirectorInfinity Ward Jan 2012 - Aug 2014Woodland Hills, Ca, UsCall of Duty: Ghosts• Co-Directed the Call of Duty: Ghosts cinematic along with Neel Kar• Responsible for the vision, creative direction and execution of the final product• Provided art direction in storyboards, concept design, asset creation and execution of final shots• Provided project direction to an outside vendor (theMill) -
Senior ArtistInfinity Ward Jul 2010 - Dec 2011Woodland Hills, Ca, UsCall of Duty: Modern Warfare3• Nominated for the 2011 VGX Award for “Best Shooter” & “Best Multiplayer Game” • Nominated for the 2012 BAFTA Award for “Game of the Year” & “Best Multiplayer Game”• Assisted with leadership and played a pivotal role in the visual direction of the characters• Responsible for hero character designs and execution: TF141, Price, Soap, Nikolai, Kamarov and Yury• Assisted in creating team scheduling, budgeting and character art direction across multiple studios• Provided marketing and promotional art for the product -
Art DirectorImagi Animation Studios Mar 2007 - Oct 2009UsAstro boy• Responsible for art direction between USA and Hong Kong-based studios• Participated in leadership meetings with the Director, Executive Producer and department heads• Provided leadership to team of 20+ visual designers• Played a pivotal role in establishing a digital art department• Responsible for the color timing of the film• Assistance in creating pitch art and presented the project to studio heads and investors -
Character ConsultantSony Pictures Imageworks Jul 2006 - Sep 2006Vancouver, Bc, CaBeowulf• Served as one of the consultants on the early digital character development -
Superman Lead ArtistSony Pictures Imageworks Nov 2004 - Sep 2006Vancouver, Bc, CaSuperman Returns• Winner of the 2011 Scientific Academy Award for “Film Technology”• Nominated for the 2007 Academy Award for “Best Achievement in Visual Effects”• Lead artist in modeling, texturing, look-dev of Superman & Lois Lane• Lead artist for the Image Base Rendering (IBR) Development Team• Collaborated with Animation and Rigging teams to develop the Superman muscle system -
Lead ArtistSony Pictures Imageworks Nov 2004 - Jan 2005Vancouver, Bc, CaBewitched• Responsible for modeling various sets, props and environments -
Lead ArtistDreamworks Animation Jun 2002 - Sep 2004Glendale, Ca, UsShark Tale• Nominated for the 2005 Academy Award for “Best Animated Feature Film”• Worked with the Design Department in conceptualizing and implementing character designs • Responsible for the visual look of the hero characters: Donlino, Lenny, Frankie & Willie• Played an integral role with the pre-production team responsible for the look of the film• Performed duties as a Sequence Lead for world building & lighting -
Senior ArtistSquare Enix Mar 2001 - Apr 2002London, Greater London, GbAnimatrix - Final Flight of the Osiris• Winner of the 2002 Annie Award for “Animated Home Entertainment”• Served as a designer, modeler, texture and look-dev artist for the characters• Played an integral part in designing and modeling on the Osiris ship exterior• Provided marketing and promotional art for the product -
Cg DesignerSquare Enix Nov 1999 - Mar 2001London, Greater London, GbFinal Fantasy: The Spirits Within• Responsible for the development of crater and mountain terrains • Played an integral part in the modeling, texturing and shading of props and environments -
Cg DesignerSquare Enix Oct 1998 - Nov 1999London, Greater London, GbFinal Fantasy IX• Nominated for 2001 Academy of Interactive Arts & Sciences for “Game of the Year” & “Art Direction”• Served as environment designer responsible for various environments within the game• Coordinated with the Cinematic Team in Japan for the creation of digital environments• Member of the Motion Background Team developing the in-game cinematic scenes -
Lead ArtistMicrosoft Games | Fsc Software Mar 1995 - Aug 1998Microsoft Golf 98 & 99• Digital Course creation• Digital Golfer creation
Jake Rowell Skills
Jake Rowell Education Details
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Bowling Green State UniversityDigital Art & Animation
Frequently Asked Questions about Jake Rowell
What company does Jake Rowell work for?
Jake Rowell works for Jlrowell Llc
What is Jake Rowell's role at the current company?
Jake Rowell's current role is Director and Producer and Art Director.
What is Jake Rowell's email address?
Jake Rowell's email address is ja****@****evr.com
What schools did Jake Rowell attend?
Jake Rowell attended Bowling Green State University.
What skills is Jake Rowell known for?
Jake Rowell has skills like Maya, Animation, Texturing, Character Animation, Visual Effects, Game Development, After Effects, Zbrush, Storyboarding, Mudbox, Rigging, Lighting.
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