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Jane Ng Email & Phone Number

Operations @ Gardens 🌳 at Gardens Interactive
Location: Bellevue, Washington, United States 11 work roles 5 schools
1 work email found @camposanto.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Work email j****@camposanto.com
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Current company
Role
Operations @ Gardens 🌳
Location
Bellevue, Washington, United States

Who is Jane Ng? Overview

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Quick answer

Jane Ng is listed as Operations @ Gardens 🌳 at Gardens Interactive, based in Bellevue, Washington, United States. AeroLeads shows a work email signal at camposanto.com and a matched LinkedIn profile for Jane Ng.

Jane Ng previously worked as Operations Director at Gardens Interactive and Visual Director at Possibility Space. Jane Ng holds Ba, Major In Studio Arts, Minor In Engineering. High Honors. from Swarthmore College.

Company email context

Email format at Gardens Interactive

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{first}@camposanto.com
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Profile bio

About Jane Ng

As the Operations Director at Gardens, I am responsible for overseeing and managing various aspects of the studio. As part of the studio leadership team, I'm responsible for ensuring the smooth running of day-to-day activities while making sure the studio infrastructure is aligned with the long term creative, strategic, and growth goals of the studio.Previously: Visual Director building a diverse art team from the ground up at a new studio. Worked on Half-Life: Alyx and Steam at Valve, Firewatch at Campo Santo. I enjoy leading a cross-disciplinary team from preproduction til ship across PC/consoles/mobile platforms.

Listed skills include Texturing, Maya, Zbrush, Ps3, and 15 others.

Current workplace

Jane Ng's current company

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Gardens Interactive
Gardens Interactive
Operations @ Gardens 🌳
AeroLeads page
11 roles

Jane Ng work experience

A career timeline built from the work history available for this profile.

Operations Director

Current

Responsible for managing the organizational design and sustainable growth of the studio. Ensuring Gardens can live up to our values with a healthy culture, responsible management structure, and an iterative mindset for our studio as well as our products. Overseeing the smooth running of day to day operations while making sure the studio infrastructure is aligned with long term strategic goals and growth plans.

Sep 2023 - Present

Career Break

After 20+ years of working in creative roles, I decided to take a deliberate 2 month break before shifting gears into studio operations and leadership.

Jul 2023 - Sep 2023

Visual Director

Possibility Space

Building up an art department with the belief that having diverse perspectives in an inclusive team environment is key to better creative decisions. As a studio art director, I feel strongly that leadership is responsible for providing clarity of process, structure and direction so individual artists can have greater creative freedom and ownership. It is my goal to foster a team environment where artists of different experience levels and craft disciplines can all learn from and inspire each other (It is possible and it feels great!).

Sep 2021 - Jul 2023

Game Developer & Whatever Is Needed

Bellevue, Wa, Us

Making fun stuff on games and Steam. Most recently Half-Life: Alyx

May 2018 - Sep 2021

Artist

Worked on Firewatch from day 1 preproduction all through supporting post-ship. Primarily responsible for 3D environment art, but wore many other hats. BAFTA winner for Best Debut Game

Dec 2013 - May 2018

Lead Artist

San Francisco, Ca, Us

I was the lead artist on Ron Gilbert's The Cave. My primary responsibility was figuring out the production workflow of all environment art and to create all the base zbrush rock modules. I was also the principal level artist for 6 out of 12 levels, and created the lighting for all but one level. The game shipped as a downloadable title for Xbox360, PS3, PC/Linux/mac and Wii U. I also led the art effort to optimize our art assets for the later inhouse ios/android ports in the first half of 2013.During Aug-Nov 2013, I was on the Broken Age team doing character/cutscene lighting and also assisting painters with the export and scene issues.

Nov 2011 - Nov 2013

Senior Artist

San Francisco, Ca, Us

I worked as one of two environment artists for the Stacking, the digital title that won X-Play's best downloadable game of 2011 (now on XBLA, PSN and Steam).Earlier in 2010, I created the battle arenas for the award-winning (yay!) Costume Quest; 2008-2009 I was working on the fantabulous Brutal Legend. Artists at DF all wear very many hats. Besides doing a crap ton of environment modeling, I have lots of experience in the art-side implementation of our foliage sim, fur layout, climate and lighting systems, cutscene lighting.Besides creating environment art, I am also the point person for art memory and optimization, and frequently work with our programmers to diagnose and work through performance issues.

Nov 2007 - Nov 2011

Senior Artist (Maxis)

Redwood City, Ca, Us

I was a senior artist at Spore. I was part of the small seven person Rig Block team. I was responsible for modeling, texturing, rigging and some animating of both procedural and static models.I created fully deforming parts in Creature Editor and Building Editor; most of the static art assets specific to the Tribe game and Creature game; some static plantery objects; collectible objects in Space; underwear for aliens... etc etc.

Jan 2006 - Oct 2007

Lead World Artist (Ea Redwood Shores)

Redwood City, Ca, Us

* Godfather (ps2/xbox)* Key member of the art team since Day 1 of pre-production * Leading a group of close to 20 model / texture artists * Responsible for setting up world modeling standards, guidelines and procedures * Overseeing the technical approval process for world assets * Prototyped modeling and texturing methodology for a new open streaming world pipeline * Designed the directory structure for world assets with the technical art director

Oct 2003 - Dec 2005

Environment Artist

Redwood City, Ca, Us

* Return of the King (ps2/Xbox)* Prototyped, modeled and textured the 3D “tower” frontend * Modeled and created textures for level art throughout the game * Created the maps for the Prima strategy guide

Jun 2003 - Oct 2003

Environment Artist

Ronin Entertainment
Jun 2001 - Jun 2003
5 education records

Jane Ng education

Ba, Major In Studio Arts, Minor In Engineering. High Honors.

Swarthmore College

Other; Certificate Of Specialization In Leadership And Management

Harvard Business School Online

Certificate In Management Essentials

Harvard Business School Online

Other; Certificate In Strategy Execution

Harvard Business School Online

Other; Certificate In Organizational Leadership

Harvard Business School Online
FAQ

Frequently asked questions about Jane Ng

Quick answers generated from the profile data available on this page.

What company does Jane Ng work for?

Jane Ng works for Gardens Interactive.

What is Jane Ng's role at Gardens Interactive?

Jane Ng is listed as Operations @ Gardens 🌳 at Gardens Interactive.

What is Jane Ng's email address?

AeroLeads has found 1 work email signal at @camposanto.com for Jane Ng at Gardens Interactive.

Where is Jane Ng based?

Jane Ng is based in Bellevue, Washington, United States while working with Gardens Interactive.

What companies has Jane Ng worked for?

Jane Ng has worked for Gardens Interactive, Possibility Space, Valve Corporation, Campo Santo, and Double Fine Productions.

How can I contact Jane Ng?

You can use AeroLeads to view verified contact signals for Jane Ng at Gardens Interactive, including work email, phone, and LinkedIn data when available.

What schools did Jane Ng attend?

Jane Ng holds Ba, Major In Studio Arts, Minor In Engineering. High Honors. from Swarthmore College.

What skills is Jane Ng known for?

Jane Ng is listed with skills including Texturing, Maya, Zbrush, Ps3, Modeling, Lighting, Photoshop, and Video Games.

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