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Lars Devore Email & Phone Number

Head of Game Direction at Iron Galaxy Studios at Iron Galaxy Studios
Location: Austin, Texas, United States 10 work roles 1 school
1 work email found @irongalaxystudios.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Current company
Role
Head of Game Direction at Iron Galaxy Studios
Location
Austin, Texas, United States

Who is Lars Devore? Overview

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Quick answer

Lars Devore is listed as Head of Game Direction at Iron Galaxy Studios at Iron Galaxy Studios, based in Austin, Texas, United States. AeroLeads shows a work email signal at irongalaxystudios.com and a matched LinkedIn profile for Lars Devore.

Lars Devore previously worked as Head of Game Direction at Iron Galaxy Studios and Game Director at Iron Galaxy Studios. Lars Devore holds Bachelor Of Arts (B.A.) from University Of Wisconsin-Madison.

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Email format at Iron Galaxy Studios

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{first_initial}{last}@irongalaxystudios.com
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Profile bio

About Lars Devore

Lars Devore is a Head of Game Direction at Iron Galaxy Studios at Iron Galaxy Studios. He possess expertise in art direction, production planning, game development, creative direction, ps3 and 14 more skills. Colleagues describe him as "Lars Lars was Creative Director at Lightbox Interactive (LBI) and i worked there for a little over a year and a half When it comes to game making Lars can do a little of everything and do it very well . He has the unique skill set of being technically minded and hands on with game making But also is a great artist with a great artistic eye .This meant that whether giving at direction or implementing art in game he always greatly elevated my work .Lars seemed to have a natural knack for leadership and was able to delegate and respond to thing as they came up Which was incredibly helpful when it came to doing my job . It was a pleasure to work for and with Lars and would gladly do so again .", "During my career I have had the opportunity to work with some of the most creative minds in the entertainment industry. They all amazed me with their ability conjure ideas that quickly grew into brave new worlds. In most cases, those creative leaders were able to translate their visions to a crew of eager artist clearly and concisely, but with Lars, he is able to do all these things with incredible ease while giving each of the people working under his guidance the confidence to improve their own abilities. I was lucky enough to work for Lightbox Interactive for a year during the development of the AAA game, "Starhawk". My job was to consult on, and write the 2D cinematics for single player campaign as well as create all in-game dialogue. Each day I would report to Lars, informing him about what I was working on, or issues I was working through. I was always impressed how he always gave me his full focus. He would listen, then with little to no hesitation, he would give me an honest answer. I never walked away from Lars' desk doubting what he said, or confused by what he was asking me to do. I always stepped away from our conversations with more confidence than I had before. That is a rare and crucial trait for a leader of artist to have. Lars is a great Creative Director and I can only hope to work with him again.", and "Lars is hands down the best creative director I have ever had a chance to work with. He has an incredible eye for detail. He also has a strong work ethic. He knows how to articulate his vision and give positive critiques. Lars has a deep understanding of every discipline of the game pipeline. This gives him the ability to direct more efficiently. He is great at managing tasks across all departments and has a great respect for everyone on the team. This respect garners loyalty and motivation from everyone. I reported directly to Lars and no matter how often I would interrupt him for feedback, (and it was a lot) he always gave me 100% of his attention. He always found time to stop by my desk to review my animation no matter how busy he was. Lars gave me the opportunity at LightBox to do things I always wanted to do but was never able to at other studios. He brought out my best and helped me achieve a level of excellence that would have been lost anywhere else. I hope that in the future I will get to work with him again. Any studio would be lucky to have him."

Listed skills include Art Direction, Production Planning, Game Development, Creative Direction, and 15 others.

Current workplace

Lars Devore's current company

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Iron Galaxy Studios
Iron Galaxy Studios
Head of Game Direction at Iron Galaxy Studios
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10 roles · 30 years

Lars Devore work experience

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

Game Director

Chicago, Il, Us

● Rumbleverse - (PS5 / PS4 / Xbox X|S / Xbox One / PC)

Oct 2018 - Aug 2024

Animation Director

Chicago, Il, Us

● Extinction - (PS / Xbox / PC)Directed combat animations, camera work, and visual effects.Oversaw the execution of stylized cinematics by the external animation house Secret Sauce Studio, ensuring adherence to a tight timeline.● Killer Instinct: Season 3 - (Xbox / PC)Assisted the animation team with the implementation of new characters for KI: Season 3. Collaborated with design and engineering to develop the ender camera system.

Jul 2015 - Oct 2018

Creative Director, Co-Founder

Lightbox Interactive

Co-founded Lightbox Interactive with a mission to pioneer innovative concepts in established game genres. Recruited and trained a highly skilled team of artists to collaborate on our proprietary engine. Fostered a culture driven by passion and creativity.● Starhawk (PS3)● Plundernauts (iOS)Provided day-to-day creative direction on Starhawk, overseeing all aspects of content development to maintain artistic integrity and vision. Managed production planning for art-related tasks, ensuring timely delivery and alignment with project milestones. Directed in-game cinematic production with Powerhouse Animation, maintaining timely and budget-conscious delivery for a distinctive narrative presentation. Contributed brand identity recommendations for visual components of marketing materials to Sony's marketing team, improving brand representation and appeal.Lightbox transitioned to mobile game development, leading to the development of PlunderNauts for iOS, which received the prestigious Apple Editor's Choice award. Established quality benchmarks and modeling guidelines for the external art team, maintaining consistency and excellence in visual design.

Jan 2009 - Dec 2014

Lead Artist

San Mateo, California, Us

● Warhawk Expansion: Omega Dawn - (PS3)● Warhawk Expansion: Broken Mirror - (PS3)● Warhawk Expansion: Fallen Star - (PS3)Directed and collaborated with a small team of artists for the Warhawk expansions, overseeing end-to-end production of all art content.

Dec 2007 - Dec 2008

Animation Lead

San Mateo, California, Us

● Warhawk - (PS3)● Calling All Cars - (PS3)Guided the animation team in creating all character and vehicle animations within the game.Designed and implemented vehicle and character customization system, collaborating closely with software engineers for seamless integration.Played a pivotal role in the production of Warhawk's cancelled single-player campaign cinematics, overseeing script input, storyboard direction, casting, motion capture integration, and external animation team direction.

May 2002 - Dec 2007

Animation Lead

● War of the Monsters - (PS2)● Twisted Metal: Head-On - (PSP)● Downhill Domination - (PS2)Championed a structural reorganization within the studio, establishing a unified core animation team.Instituted a streamlined scheduling system, optimizing resource allocation and supporting animation requirements across all studio projects. Directed the team's efforts, ensuring alignment with project objectives and maintaining consistently high-quality output.Rigged and animated iconic War of the Monsters movie monsters, enriching gameplay with responsive, dynamic and engaging character moves. Crafted captivating in-game cinematics and battle intros, enhancing narrative immersion and player experience.

Jul 2001 - Dec 2002

Animator

● Twisted Metal: Black - (PS2)Led the development of weapon articulations and vehicle destruction on Twisted Metal: Black, overseeing their integration into the proprietary engine that characterized the game's iconic car combat chaos.

May 2000 - Jul 2001

Animator

Singletrac Entertainment Technologies

● Animorphs: Shattered Reality - (PS1)

2000 - 2000

3D Artist

Evermore Entertainment

● Advanced Dungeon and Dragons Core Rules 2.0 - (PC)

1997 - 2000 ~3 yrs
1 education record

Lars Devore education

  • University Of Wisconsin-Madison
    University Of Wisconsin-Madison
    Bachelor Of Arts (B.A.)
FAQ

Frequently asked questions about Lars Devore

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

What company does Lars Devore work for?

Lars Devore works for Iron Galaxy Studios.

What is Lars Devore's role at Iron Galaxy Studios?

Lars Devore is listed as Head of Game Direction at Iron Galaxy Studios at Iron Galaxy Studios.

What is Lars Devore's email address?

AeroLeads has found 1 work email signal at @irongalaxystudios.com for Lars Devore at Iron Galaxy Studios.

Where is Lars Devore based?

Lars Devore is based in Austin, Texas, United States while working with Iron Galaxy Studios.

What companies has Lars Devore worked for?

Lars Devore has worked for Iron Galaxy Studios, Lightbox Interactive, Sony Interactive Entertainment, Incognito Entertainment, and Singletrac Entertainment Technologies.

How can I contact Lars Devore?

You can use AeroLeads to view verified contact signals for Lars Devore at Iron Galaxy Studios, including work email, phone, and LinkedIn data when available.

What schools did Lars Devore attend?

Lars Devore holds Bachelor Of Arts (B.A.) from University Of Wisconsin-Madison.

What skills is Lars Devore known for?

Lars Devore is listed with skills including Art Direction, Production Planning, Game Development, Creative Direction, Ps3, Traditional Animation, Video Games, and Game Design.

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