Kevin Mack
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Kevin Mack Email & Phone Number

Chief Technology Officer (CTO) | Interactive Div. at AMGI Studios at AMGI Studios
Location: Los Angeles Metropolitan Area, United States, United States 22 work roles 3 schools
1 work email found @amgistudios.com 14 phones found area 818, 626, 212, 310, 718, 860, 239, and 323 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 14 phones

Work email k****@amgistudios.com
Direct phone (818) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Chief Technology Officer (CTO) | Interactive Div. at AMGI Studios
Location
Los Angeles Metropolitan Area, United States, United States

Who is Kevin Mack? Overview

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Quick answer

Kevin Mack is listed as Chief Technology Officer (CTO) | Interactive Div. at AMGI Studios at AMGI Studios, based in Los Angeles Metropolitan Area, United States, United States. AeroLeads shows a work email signal at amgistudios.com, phone signal with area code 818, 626, 212, 310, 718, 860, 239, 323, and a matched LinkedIn profile for Kevin Mack.

Kevin Mack previously worked as Chief Technology Officer | Interactive Div. at Amgi Studios and VP Game Development at Amgi Studios. Kevin Mack holds Mfa, Film Directing from The American Film Institute.

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Email format at AMGI Studios

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{first}.{last}@amgistudios.com
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Profile bio

About Kevin Mack

Chief Technical Officer (CTO) for the games and interactive division at AMGI Studios.Broad experience as an Unreal Engine tech director, VR and videogame developer, with deep experience in gameplay engineering, team leadership, and the business of making games. Specifically focused on virtual production for film, VFX, television, and live events, virtual reality development using Unreal 4, location-based VR using mocap for large-scale multiplayer tracking volumes, and VR use in themed entertainment previsualization.Prior to joining AMGI, worked with several production teams as an Unreal Engine tech director. Previously, as co-founder of Manic Machine and WhiteMoon Dreams, gained broad experience in independent game studio management, culture-building, management of design teams, project execution, independent publishing, crowdsourcing, and strategic evaluation of projects and designs.Author of Unreal Engine 4 Virtual Reality Projects for Packt Publishing with co-author Robert Ruud.Studied filmmaking at NYU and AFI, and consistently bring this perspective to game and interactive experience development as well, exploring ways to create a sense of story using non-narrative as well as narrative approaches.Specialties: - Technical direction of complex Unreal Engine projects for film, VFX, television, and live events, with a focus on the ways film and VFX techniques map to real-time rendering in Unreal.- Deep familiarity with VR and traditional development in Unreal 4, from both tools and engineering perspectives.- Experienced in C++ development, C#, Python, and additional scripting languages.- Experienced in virtual reality design and engineering, including multiplayer VR for location-based entertainment using motion capture cameras to create multiplayer tracking volumes.- Comfortable with numerous other game creation technologies, including Unity, Unreal Engine 3, Evolution Engine, Gamebryo, Havok Vision, and tools such as 3ds max, Maya, and others.- Experienced in turn-based tactics, first-person shooter and third-person action/adventure game design and development.- Trained in screenwriting, character development, and visual storytelling.- Experienced in business planning and management, including project and execution management using Scrum, strategic direction and market evaluation.

Listed skills include Game Development, Game Design, Gameplay, Level Design, and 24 others.

Current workplace

Kevin Mack's current company

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AMGI Studios
Amgi Studios
Chief Technology Officer (CTO) | Interactive Div. at AMGI Studios
AeroLeads page
22 roles · 34 years

Kevin Mack work experience

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

Chief Technology Officer | Interactive Div.

Current

South Pasadena, CA, US

Oct 2024 - Present

Vp Game Development

Current

South Pasadena, CA, US

Nerd in chief, My Pet Hooligan

Jun 2022 - Present

Unreal Engine Tech Director

Current

Seattle, Washington, US

Jan 2021 - Present

Chief Technology Officer, Interloop

South Pasadena, CA, US

Responsible for strategic planning and execution management for Interloop online metaverse and blockchain-related projects.

Unreal Engine Tech Director

Davey Jones, Llc

Technical director for Ark 2 game reveal trailer for The 2020 Game Awards.- Developed tools and framework for a large team of artists, animators, and engineers to build a VFX-heavy production rendering final pixels in Unreal Engine.- Digital human technical art and technical direction for highly detailed characters with high-resolution layered skin maps.

Nov 2019 - Dec 2020

Unreal Engine Tech Director

Los Angeles, California, US

Unreal Engine technical advisor, developer and liason working with POSSIBLE Productions and Lux Machina to develop effects, interactive elements, workflows and practices for League of Legends Worlds 2020.

Aug 2020 - Oct 2020

Unreal Engine Developer

Venice, CA, US

Unreal Engine development for a location-based virtual reality title using a large-scale motion capture volume to create a shared multiplayer experience.

Aug 2019 - Mar 2020

Co-Founder And Mad Scientist

Pasadena, California, US

Manic Machine specialized in Unreal Engine 4 development for virtual reality, games, film previsualization, and virtual production, working with demanding clients on challenging projects in the games, film, and VFX industries.

Apr 2018 - Mar 2020

Unreal Engine Developer

London, UK, GB

Developed theme park ride and fly theater previsualization applications for desktop and stand-alone VR. Developed virtual reality and virtual camera solutions for feature film previsualization. Composed scenes and developed materials for projections used in live performance. Numerous other projects.

May 2018 - Aug 2019

Unreal Engine Developer

Fox Vfx Lab

Developed plugin using Python and C++ to interpret and export Unreal Sequencer assets and skeletal animations to Pixar's Universal Scene Description (USD) format for the Mouse Guard animated feature.

Jan 2019 - May 2019

Co-Founder & Game Director

South Pasadena, CA, US

A founding partner of WhiteMoon Dreams, responsible for IP development and game design for several new titles, and for the direction and execution management of titles in production. Additionally responsible for business planning and development and studio management.

Jul 2007 - Apr 2018

Senior Game Designer

Redwood City, CA, US

Senior game designer on:Medal of Honor: Breakthrough* Developer on Monte Battaglia and Kasserine Pass levelsMedal of Honor: Pacific Assault* Design lead for Pearl Harbor and Tarawa levels* Prototype and tech evaluation during early developmentMedal of Honor: Airborne* AI prototyping and development for innovative strategic and tactical AI that allowed.

Mar 2003 - Jul 2007

Game Designer

Lowell, MA, US

  • Game design: Fear Effect 3: Inferno (Eidos)
  • Designed gameplay scenarios, wrote complete design documentation and established documentation methodology, wrote character dialogue, directed dialogue recording, designed and documented NPC AI for Fear Effect 3.
  • Implemented level designs in Maya.
  • Managed art and animation production for several missions, placed static and dynamic cameras, approved storyboards.[Kronos Digital Entertainment / Eidos. Stan Liu, dsgn. Sandy Abe, prd.]
Feb 2002 - Mar 2003

Gameplay Engineer

US

  • Gameplay engineer:Adam Blaster: Atomic Enforcer (Pan Interactive)
  • Designed and developed optimized creature AI, world AI, application code, and 3D system classes in C++ for Adam Blaster, Atomic Enforcer.
  • Applied 3D math principles and techniques extensively.
  • Optimized code using Intel VTune Performance Analyzer and NuMega BoundsChecker.
  • Created and modified level geometry and objects in 3ds max.[ Creative Capers Ent. / PAN Interactive. Ward Makielski, dsgn., Matt Manuel, prd. ]
Nov 2000 - Feb 2002

Game Designer / Writer

  • Wrote and designed DVD-ROM adventure game introducing the 2002 Cadillac Escalade SUV.
  • Project integrated 35mm and 24p High Definition live-action footage filmed on location at Paramount Pictures backlot and South Bay Studios, with high definition CG, rendered and composited in Discreet 3ds max and.
Jul 2000 - Mar 2001

Information Architect

New York, NY, US

  • Performed needs assessment and human factors analysis, Designed user experiences, interface structures and information architecture for large-scale projects, including:
  • A major motion picture studio’s online entertainment portal, incorporating video, audio and image browsing and exploration, integrated media creation tools, and extensive community support, including facilities.
  • A major biotech firm’s executive information system, incorporating large-scale data warehousing, OLAP, and Kaplan/Norton Balanced Scorecard-based leading indicator analysis.
  • A major investment firm’s personal investment information portal, incorporating personalized and aggregated investment information and integrated financial management facilities into a single, highly customizable.
Mar 1999 - Nov 2000

Assistant Producer

Burbank, CA, US

  • Created, designed and developed original game concept and story with producer, wrote complete design documentation, wrote and approved script, programmed playable prototypes in mTropolis and Director, directed.
  • Co-designed, developed, prototyped and documented concept and design for Disney’s Alice in Wonderland Activity Center. [ Ward Makielski, prd. ]
  • Programmed prototypes and designed selected activities for Ariel’s Story Studio. Programmed game prototypes for Hercules Animated Storybook, Ready for Math with Pooh, The D-Show, and Aladdin’s Reading Quest.
  • Developed experimental behavioral modeling system in mTropolis OOPL utilizing Pooh characters in conjunction with Alan Kay, Danny Hillis and Ted Koehler’s Disney Imagineering team.
Jul 1996 - Apr 1998

Relational Database Developer

  • MS Access development:Deutsche Bank, NA:
  • Developed MS Access/VB application under extremely compressed schedule to reconcile unkeyed, highly volatile and mission-critical derivative securities data population between outgoing VAX-resident system and incoming.
  • Developed accrual analysis tools for same.[ John Shane, John Stomber, ex. ]Urban Organic:
  • Developed MS Access-based order tracking, manifest, inventory and invoice control system for organic produce home delivery service.[ Peta Courtney, ex. ]Gateway Search:
  • Developed MS Access-based candidate and client tracking and billing system for technical recruitment firm.[ Jill Thomas, ex. ]Unilever:
  • Developed Lotus Approach-based strategic marketing tracking and reporting system.
Feb 1994 - Jun 1996

Database Developer, Instructor

Tiger Information Systems
  • Taught relational database design courses and consulted for numerous clients, including:Capital Market Risk Advisors:
  • Developed MS Access/VB-based heuristic analysis system for SEC investigation of 1994 Proctor & Gamble litigation vs. Bankers’ Trust.
  • Aggregated substantial volumes of derivative securities trade information from disparate data sources, provided team of analysts with tools to discern trade population patterns and identify outliers, search for.
  • Developed MS Access and MS Project-based project costing and time allocation system using DAO and OLE extensively to present unified application interface to a substantial user population.[ Gary Binnie, ex. ]Orix.
1994 - 1996 ~2 yrs

Sound And Light Designer

  • Richard II
  • Designed light and sound, rigged and operated lights for thrust-stage presentation of Shakespeare’s play at EST.[ Ensemble Studio Theatre, NY. Carole Gerber, dir. ]Visual Visceral: Noa (Robbie Walker)
  • Designed sound for movement theater performance.[ SoGrand Studios, NY. David Kaplan, dir. ]
Jun 1993 - Jul 1994

Assistant Producer

Broadcast Arts / Pop, Inc.
  • Secured production locations, coordinated logistics, provided office support for television production company responsible for numerous commercials and music videos.[ Peter Rosenthal, prd. ]
Jun 1993 - Feb 1994

Assistant House Manager

New York, NY, US

The Blue Man Group: Tubes[ Astor Place Theater, NY. Matt Goldman, Phil Stanton, Chris Wink, creators, Marlene Swartz, dir. ]

1992 - 1993 ~1 yr
3 education records

Kevin Mack education

Mfa, Film Directing

The American Film Institute

Bachelor Of Fine Arts - Bfa, Cinematography And Film/Video Production

New York University

Transferred, English Literature, Theater Directing

University Of Connecticut
FAQ

Frequently asked questions about Kevin Mack

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

What company does Kevin Mack work for?

Kevin Mack works for AMGI Studios.

What is Kevin Mack's role at AMGI Studios?

Kevin Mack is listed as Chief Technology Officer (CTO) | Interactive Div. at AMGI Studios at AMGI Studios.

What is Kevin Mack's email address?

AeroLeads has found 1 work email signal at @amgistudios.com for Kevin Mack at AMGI Studios.

What is Kevin Mack's phone number?

AeroLeads has found 14 phone signal(s) with area code 818, 626, 212, 310, 718, 860, 239, 323 for Kevin Mack at AMGI Studios.

Where is Kevin Mack based?

Kevin Mack is based in Los Angeles Metropolitan Area, United States, United States while working with AMGI Studios.

What companies has Kevin Mack worked for?

Kevin Mack has worked for Amgi Studios, Amazon Studios, Davey Jones, Llc, Possible, and Wevr.

How can I contact Kevin Mack?

You can use AeroLeads to view verified contact signals for Kevin Mack at AMGI Studios, including work email, phone, and LinkedIn data when available.

What schools did Kevin Mack attend?

Kevin Mack holds Mfa, Film Directing from The American Film Institute.

What skills is Kevin Mack known for?

Kevin Mack is listed with skills including Game Development, Game Design, Gameplay, Level Design, Creative Direction, Video Games, Xbox 360, and Computer Games.

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