Professional, hard working and committed member of the game industry, whose dedication lies in creating outstanding games through solid design, creativity and management. Furthermore an excellent team manager and director with a diverse career within 3d animation, motion capture, cinematic production, game design and the commercial industry.Specialties: Motion Builder (Expert) - Maya (Average) - 3D Max (Beginner) - Photoshop (Advanced) - Premier (Advanced) - After Effects (Advanced)
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Executive ProducerFamico Studios Jan 2021 - PresentMontreal, Quebec, CanadaExecutive Producer and Head of production for Famico based in California with a global team. Responsibilities are to oversee a new AAA game and build a new studio. More info to follow soon… -
ProducerEpic Games Feb 2019 - Nov 2020Montreal, Quebec, CanadaProducer - FortniteTook part in building the live ops team for Fortnite in Montreal while managing the day-to-day work of a great team covering concept art, character creation, environment building, tech art, and effects. Worked closely with head office through reviews and implementation of all assets for several seasons of Fortnite. -
Global ProducerStarbreeze Studios May 2016 - Jan 2019Stockholm, Montreal, Los AngelesPublishing Producer - Dead by DaylightSpent over two years taking care of Behaviours successful Dead by Daylight for Starbreeze Publishing AB. Everything from coordinating with Steam, Sony and MS and with our marketing department around the release and and subsequent DLCs, to submissions and dealing with licensors for known characters such as Michael Myers etc.VR Titles supportWorked with Lucky Hammers on ApeX especially for our massive Dubai VR Park.Worked with Starbreeze VR's internal production on The Mummy as it lined up with the Movie release.Worked with Starbreeze VR's internal production on John Wick VR for the second Wick movie release. Plus a host of smaller VR projects released or un-released.Overkill's the Walking DeadHelped assemble the animation team and acted as a sort of Animation Producer for the last 6 months of production to help wrap up the project. -
Animation Director On Watch_Dogs 2Ubisoft Montréal Sep 2014 - May 2016Montreal, Canada AreaWorked as Animation and Cinematic Director on Watch_Dogs 2. -
Animation Lead And Cinematic Director For Watch Dogs Dlc Bad BloodUbisoft Montréal Mar 2014 - Sep 2014Montreal, Canada AreaWorking on Watch Dogs DLC Bad Blood as Animation Lead and Cinematic Director for the Narrative and Realization Department, what at Ubisoft is called CPA (Animation Project Lead). -
Animation Lead For Watch Dog'S Narrative And Realization DepartmentUbisoft Montréal 2009 - Mar 2014Montreal, Canada AreaWorking on Watch Dogs as Animation Lead for the Narrative and Realization Department, what at Ubisoft is called CPA (Animation Project Lead). -
Game Design Team Lead And Animation LeadGrin Ab Apr 2006 - Sep 2009A unique and independent game developer doing AAA games for clients such as Capcom, Ubisoft, Halcyon, Warner and Universal.My overall role at Grin would basically resemble what most would refer to as a Animation Director as I hired the animators and oversaw all production across the three Grin offices.Game Design Lead on Fortress - Unfinished Project(PC, Xbox 360 & PS3)Game Design Lead in charge of a three-man team creating the overall game design together with Co-Founder and Director Ulf Andersson.Further responsibilities included participation in key SCRUM development teams to ensure the overall design was followed as well as maintaining my role as Animation Director for an eight-man Animation team that I had put together during my time at Grin.Animation Lead/Cinematic Director on Bionic Commando(PC, Xbox 360 & PS3)Animation Lead in charge of a five-man team that I assembled who created all animations and cutscenes for the game. Further responsibilities included a role as Motion Capture Director as well as Cinematic Director together with Cinematic Coordinator, Tor Helmstein, and Editor, Anders Flodihn.Animation Lead/Cinematic Director on Terminator Salvation(PC, Xbox 360 & PS3)Animation Lead in charge of a four-man team that I assembled for the Gothenburg branch of Grin. Further responsibilities included a role as Motion Capture Director as well as Cinematic Director of an outsourcing company creating the cinematics together with Cinematic Coordinator, Tor Helmstein, and Editor, Anders Flodihn.Animation Supervisor on Wanted(PC, Xbox 360 & PS3)Animation Supervisor for a five-man animation team that I assisted in assembling for the Barcelona branch of Grin.Animation Lead on Ghost Recon Advanced Warfighter 2(PC)Animation Lead working with just one additional animator on the project to complete animations used in the game. Further responsibilities included Motion Capture Director and Motion Capture Actor. -
Co-Founder(Ceo)/Creative DirectorDa Firm Aps May 2001 - Aug 2004A smaller studio doing Visual Effects and 3D for commercial work and business to business.Clients including; Bang & Olufsen, McDonalds, Vestas, Procter & Gamble etc.
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Commercial ProducerTv Denmark 2 (Now Known As Kanal 6) Feb 2000 - May 2001A national TV station where I started out as Assistant Commercial Producer, but quickly became Commercial Producer. My tasks consisted of sales, team management and commercial production for client commercials airing on TV.
Lars Bonde Education Details
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3D Animation And Visual Effects Degree -
Film & Media School Specializing In Tv Production, Cinematography And 3D -
Investments And Securities -
Business Major
Frequently Asked Questions about Lars Bonde
What company does Lars Bonde work for?
Lars Bonde works for Famico Studios
What is Lars Bonde's role at the current company?
Lars Bonde's current role is Executive Producer and Head of Production.
What schools did Lars Bonde attend?
Lars Bonde attended Vancouver Film School, Tietgenskolen, Syddansk Universitet, University Of Oregon.
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Lars Bonde
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