Lance Powell Email and Phone Number
With over 30 years of experience in games, film, TV, and advertising, I am an award-winning Art Director and Creative Executive Leader recognized for my ability to inspire creativity and innovation within teams. I have played a pivotal role in iconic projects such as the Lord of the Rings trilogy, Shrek, and Medal of Honor, consistently delivering visually stunning and impactful work.I utilize the principles of Tula, a leadership and culture transformation practice, to enhance team dynamics and performance. By focusing on discovering limiting beliefs and fostering a culture of openness and accountability, I help teams cultivate collaboration and unleash their full potential.Key Achievements:🏆 Awards & Nominations:Oscar-Winning Team Member: Contributed to the success of Lord of the Rings I, II, III, Shrek 2, and Starship Troopers.Emmy Nomination: Recognized for exceptional contributions to Battlestar Galactica.AIAS Nomination: Honored for Medal of Honor 2010 for Outstanding Visual Engineering.E3 2017 Awards: Archangel VR was awarded "Best VR Game" by Geek Citadel, MMOGames, and MEUPS4.⚡ Studio Achievements:Cloud Imperium Games: Spearheaded a global team of 80 to enhance production speed by 200% across seven studios.Gameloft: Transformed the development, technical, and creative culture of all North American studios through cross-studio training, leadership development, and improvements to production pipelines, resulting in an 80% reduction in turnover year-over-year and a 60% boost in engagement through empowerment and team accountability via a cohort structure.EA: Fostered a culture of transparency and open communication, dramatically elevating team connection, reliance, drive, and fulfillment, culminating in a 4.8 out of 5 team satisfaction rating across EA’s internal metrics.I am passionate about empowering teams to unleash their creative potential and achieve extraordinary results.
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Founder And FacilitatorSoulcraft (Tula)Los Angeles, Ca, Us
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Founder & FacilitatorTula Apr 2022 - PresentLos Angeles, California, United StatesDesigned, implemented, and launched a highly transformative leadership and culture program for Executives and Teams.Tula means "balance" and is designed to reduce and remove the effects of Overwhelm, Burnout, Anxiety, Worry, Indecision, and Insecurity so we can win our day without resistance while providing Wisdom, Insight, and a framework for improving leadership, teamwork, and quality of life.Results: Leadership Performance average increased by 25%Team Communication average increased by 40%Team Retention average increased by 32%.Team Operational efficiency average increased by 36%. -
Fractional Art DirectionContract 2020 - Apr 2024Los AngelesFRACTIONAL ART DIRECTION & VISION BUILDINGProviding strategic art direction and creative vision-building for leading studios in the gaming industry.⚡ PUBG (Untitled AAA Tactical Shooter): Crafted the art vision and immersive world-building, delivering a comprehensive Art Bible, production design, and UX guidelines and established a cohesive, creative direction, boosting project engagement and earning industry recognition.⚡ Immutable Games (Guild of Guardians): Directed art vision and branding strategy, resulting in a 30% increase in community engagement and positioning the game for market success, setting new standards in visual storytelling.⚡ Colonize Mars: Developed compelling visual concepts and branding narrative, leading a cross-functional team to enhance collaboration and accelerate production timelines by 25%.⚡ CCP London (Untitled MMO Tactical Shooter): Built the visual identity for a new AAA IP, creating an Art Bible and dynamic concept art that refined the project’s aesthetic and improved workflow efficiency by 20%.
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Executive Art DirectorDevoted Studios Jan 2019 - Nov 2022Greater Los Angeles AreaProjects: New World VG), Call of Duty Warzone (VG)Responsibilities: Directed the art and technical art for leading VR games.Created Art Bibles and leveraged Python and Shotgun for rapid prototyping & feedback.Impact: Empowered senior team members with resources and autonomy.Results: Increased milestone completion rates to 90%.Financial savings of $690K annually. -
Studio Art DirectorSkydance Oct 2016 - Nov 2019Greater Los Angeles AreaProjects: PWND (VG), Archangel VR (VG)Responsibilities: Directed the art and technical art for leading VR games.Created Art Bibles and leveraged Python and Shotgun for rapid prototyping & feedback.Impact: Empowered senior team members with resources and autonomy.Results: Increased milestone completion rates to 90%.Financial savings of $690K annually. -
Global Head Of ArtCloud Imperium Games Nov 2013 - Sep 2016Santa Monica, CaProjects: Star Citizen (VG)Responsibilities: Led a team of 100+ artists, steering the visual direction of the project.Developed and optimized technical content creation methods.Increased milestone completion rate from 35% to 75%, saving $3.5M annually.Aligned game visuals with production goals, enhancing player experience.Streamlined workflow strategies and ensured optimal technical choices.Budget Management: Managed a budget of $12M.Impact: Overhauled production processes, improving milestone completion from 35% to 75%.Results: Achieved $3.5M in annual savings through increased efficiency. -
Art Director, North AmericaGameloft Oct 2011 - Nov 2013Greater New Orleans AreaProjects: Ice Age Village (VG), Cars iOS (VG), Spiderman iOS (VG), Cosmic Colony (VG), Minions (VG)Responsibilities: Directed artistic and technical vision for mobile and iOS games.Managed an international team of 70, promoting innovation and cross-collaboration.Impact: Increased milestone completion rate to 88% and reduced turnover to 6%.Results: Improved team efficiency by 40%. -
Art Director | Medal Of Honor: Airborne, Medal Of Honor (2010)Electronic Arts Oct 2006 - Feb 2011Greater Los Angeles AreaMedal of Honor 2007 (VG), Medal of Honor 2010 (VG) Responsibilities:Led creative and artistic vision for high-profile game projects.Managed teams of 30, ensuring visual excellence.Impact:Collaborated with cross-functional teams to achieve artistic alignment.Delivered Art Bible, Production Design Bible, and Marketing Art.Results:Enhanced milestone completion rates, resulting in significant savings.Managed a $2M budget for Medal of Honor 2010. -
InstructorGnomon School Of Visual Effects Jan 2004 - Jan 2011Hollywood, Ca -
Surfacing Artist | UnchartedNaughty Dog Oct 2005 - Oct 2006Santa Monica, California• Created skin, cloth, hair, and a range of CGFX shaders and textures• Created real-time and pre-rendered matching light kits to speed up workflow -
Texture Supervisor, Freelance | Serenity (Film) / Battlestar Galactica (Tv)Zoic Studios Jan 2004 - May 2006Culver City, California• Provided Art Direction and Supervision on several simultaneous productions • Provided client side services for pitch, including new business development• Managed multiple artists on multiple productions• Developed surfacing and texture pipelines• Created Maya scripts to batch automate several repeating tasks • Produced 3D assets, materials, lighting and matte paintings -
Surfacing, Freelance | Shrek 2Dreamworks Animation 2004 - 2005Redwood City, California• Provided surfacing and hero textures throughout several sequences of the film • Provided material (shader) development in use by Surfacing team• Collaborated with lighters to achieve desired assets and sequence surface look • Crafted finely detailed texture maps for extreme close‐ups throughout the film -
Texture Artist | Lord Of The Rings Ii, Lord Of The Rings IiiWeta Digital Apr 2000 - Oct 2004Wellington & Wairarapa, New Zealand• Created highly detailed texture maps for Digital Doubles and hero characters. • Produced Environment 3D Cyclorama matte paintings• Provided python and Renderman scripts for production -
Sr. Art DirectorMagnet Interactive (Closed) Feb 1998 - Apr 2001Greater Los Angeles Area• Provided Art Direction and Client Services on several multi-million-dollar interactive ad campaigns for Nissan & Infiniti • Provided UI/UX design and Information Architecture across multiple IP’s• Developed UI/UX, and production software training programs studio wide • Led production pipeline development per IP across multiple studios• Collaborated with business development on attracting new clients, including pitches, proposals and concept work • Managed teams of various sizes consisting of designers and production artists
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Freelance Art DirectorRealtime Associates Jan 1998 - Aug 1998Freelance AD on Gex 64 (Nintendo 64) -
Technical CoordinatorSony Pictures Imageworks Jan 1995 - Dec 1997• Provided coordination and task management between in house films• Tasked studio engineers with tools for production • Created dozens of scripts using Perl, Python, and cShell to test render integrity • Developed tools used for building and debugging internal production tools -
ArtistActivision Studios Jan 1992 - Dec 1994 -
Technical SupportSymantec 1990 - 1992
Frequently Asked Questions about Lance Powell
What company does Lance Powell work for?
Lance Powell works for Soulcraft (Tula)
What is Lance Powell's role at the current company?
Lance Powell's current role is Founder and Facilitator.
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Lance Powell
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Lance Powell
Promoting Growth 📈, Efficiency, And Positive ✅ Outcomes By Solving Business Challenges With TechnologyJonesboro, Ar
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