Jonathan Rush Email and Phone Number
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I have fostered a department where communication is open, problems are solved quickly, and efforts are recognized on a regular basis. I have built up the skill sets of a well-rounded team of developers that enjoy where they work and who they work with.
Bethesda Game Studios
View- Website:
- bethesdagamestudios.com
- Employees:
- 661
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Bethesda Game StudiosAustin, Tx, Us -
Creative DirectorBethesda Game Studios Jan 2024 - PresentRockville, Maryland, Us -
Art DirectorBethesda Game Studios Feb 2019 - Jan 2024Rockville, Maryland, UsFallout 76 Updates (PC, Xbox, PS)• Art direction consistent with Fallout style and lore for concept, character, environment, VFX, and animation.• Design and creative direction of 1,000+ unique offerings for the online marketplace, and season pass.• Ideation and direction of quarterly marketing beats to promote new in-game content.• E3 2021 “the PITT” trailer: wrote the initial script and storyboard, as well as produced, and directed from start to finish.• Management of Art Production in Jira, including issue creation, estimates, load balancing, and bug triage.• Foster open lines of communication with other departments to ensure their needs and expectations are being met.• Development of Art team skillsets in building a team of well-rounded game developers.• Direct involvement in the studio’s hiring process across multiple departments.• Responsible for the creation and oversight of annual reviews for the Art team.• Responsible for regularly scheduled “1 on 1’s” with all members of the Art team.• Consultation with merchandise representatives for new Fallout items in the online store.• Creation of weekly marketing imagery promoting store content and events.• Creation of various assets for in-game use.• Online interview for Fallout 76 on Xbox Plays. -
Lead Character ArtistBethesda Game Studios Mar 2018 - Feb 2019Rockville, Maryland, UsFallout 76 (PC, Xbox, PS)• Daily art feedback consistent with Fallout style and lore for concept, character, and animation.• Assisted team in transition to PBR within Substance Painter, Designer, and Quixel Suite.• Direct involvement in the studio’s hiring process across multiple departments.• Lead a team of 3 internal character artists.• Responsible for annual reviews with the Character Art team.• Responsible for regularly scheduled “1 on 1’s” with all members of the Character Art team, and studio leadership.• Creation of many assets for in-game use.• Creation of various video tutorials for other studio locations.• Coordination with BGS leadership to ensure expectations being met. -
Lead Character ArtistBattlecry Studios Nov 2012 - Mar 2018Prey (PC, XBox One, PS4), Doom 4 (PC, Xbox One, PS4), BattleCry (PC, PS4)- A founding member of BattleCry Studios - Assistance in talent acquisition and staffing for multiple departments.- Managed artists across multiple disciplines: character, concept, and environment.- Lead a team of 4 internal character artists, and 12 remote contractors.- Daily feedback of work done in-house and remotely.- Responsible for conducting regular employee 1:1's, as well as goal oriented annual reviews.- Lead the team in the transition to a PBR based system.- Creation of art assets for in-game use, marketing, and style examples.
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Workshop InstructorCgma | Computer Graphics Master Academy Jul 2016 - Feb 2018Sherman Oaks, Ca, UsI have created a 6 week workshop for CGMA focusing on the practical use of Photogrammetry as an asset creation technique within a pseudo-game-studio setting.Students are instructed on:- Principles of basic photography.- Different types of photogrammetry shooting scenarios.- How to create a game-ready mesh with UV's using industry standard tools.- PBR theory and application within Marmoset Toolbag. -
Professor AdjunctChamplain College Aug 2017 - Jan 2018Burlington, Vt, UsI served as a Professor Adjunct for the "Advanced Seminar: Art and Animation" course.This was a senior level course in which the students chose the projects they would like to create for the term, with the end goal being the inclusion of industry-standard pieces for their portfolios. -
Senior Character ArtistEa Bioware - Austin Jun 2008 - Oct 2012Edmonton, Alberta, CaStar Wars - The Old Republic (PC)- Shipped the initial launch of the game and subsequent updates.- Managed 4 internal artists, and 10-12 external contractors.- Provided time frames to be used in scheduling by Production.- Streamlined art processes on-site for external contractors in Russia.- Trouble shooting tools, and art process issues.- Daily critique of work done in-house and remotely.- Regular communication with Design to ensure their needs were met.- Direct involvement in interviewing candidates for art positions. -
Workshop InstructorCgtalk.Com / Ballistic Media May 2009 - May 2012Adelaide, South Australia, AuI created and hosted a nine week online course for the popular computer graphics forum, CGTalk.com. This course was centered around the techniques and practices associated with creating character art within a modern pseudo studio setting. I also created and hosted a three week workshop entitled 'Modern Game Art: Weapons.' The students began with a simple weapon concept, fleshed out the high poly mesh, low poly mesh, textures, and fully rendered in the Marmoset engine. -
Character Art LeadBuzz Monkey Jan 2006 - Apr 2008Tomb Raider Underworld (Xbox360, Wii, PS2), Tomb Raider Anniversary Edition (XBox360, Wii, PS2, PSP), NFL Street 3 (PS2, PSP)- Direct involvement in interviewing candidates for various departments.- Drafted the character creation pipeline based on new tool sets.- Provided time frames to be used in scheduling by Project Management.- Developed a structured character art review process.- Managed 6 internal artists.- Creation of art assets for in-game use, marketing, and style examples.
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Character ArtistNeversoft / Activision Jan 2005 - Jan 2006Santa Monica, California, UsGUN (XBox360, XBox, PS2, GC, PC), Tony Hawk's American Wasteland (XBox360, XBox, PS2, GC, PC) - Responsible for character concepts, models, textures, and rigging.- Creation of various environmental assets. - In-depth research and studying of the old west for myself and others.- Assisted other artists with technical and artistic inquiries. -
ArtistLeft Field Productions Jul 2003 - Dec 2004Ventura, California, UsMTX Mototrax (XBox, PS2), MX World Tour (XBox, PS2)- Responsible for the models, textures, and lighting for the Daytona track.- Creation of various environmental assets.- Direct involvement in interviewing candidates for art vacancies.- Received and refined design documents for future projects.- Supervised maintenance and consistency of original visual style. -
ArtistKush Games / Take 2 Interactive Dec 2002 - Jul 2003UsESPN College Hoops (XBox, PS2, GC), ESPN NHL (XBox, PS2, GC)- Responsible for the creation of 80 team mascots: models, textures, and rigging. - UV mapping and textures for the base basketball, and hockey uniforms.
Jonathan Rush Skills
Jonathan Rush Education Details
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California Polytechnic State University-San Luis ObispoArt And Design
Frequently Asked Questions about Jonathan Rush
What company does Jonathan Rush work for?
Jonathan Rush works for Bethesda Game Studios
What is Jonathan Rush's role at the current company?
Jonathan Rush's current role is Creative Director at Bethesda Game Studios.
What is Jonathan Rush's email address?
Jonathan Rush's email address is jo****@****oft.com
What is Jonathan Rush's direct phone number?
Jonathan Rush's direct phone number is +151236*****
What schools did Jonathan Rush attend?
Jonathan Rush attended California Polytechnic State University-San Luis Obispo.
What skills is Jonathan Rush known for?
Jonathan Rush has skills like Texturing, Video Games, 3d Modeling, Game Development, Computer Graphics, Modeling, Troubleshooting, Game Design, Art, Digital Photography, 3d Studio Max, Zbrush.
Who are Jonathan Rush's colleagues?
Jonathan Rush's colleagues are Erlson Neba, Austin Fain, Taylor Welling, Marzana Chowdhury, Izmeer Aiman, Zihao Ziz Zhu, Walder Richtenberg.
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