Michael Hadwin

Michael Hadwin Email and Phone Number

Creative Director @ Kontur FX
Michael Hadwin's Location
Austin, Texas, United States, United States
Michael Hadwin's Contact Details

Michael Hadwin work email

Michael Hadwin phone numbers

About Michael Hadwin

Art/Creative Director with extensive experience in games and advertising, specializing in 3D design, animation, and rendering. I have contributed at all levels—from leading art teams to executive management—gaining a unique perspective that blends hands-on creativity with effective leadership.My background equips me with strong leadership skills, technical expertise, and creative yet strategic thinking—qualities essential for developing top-tier content. I thrive on collaborating with creative teams to craft immersive experiences and tell compelling stories.

Michael Hadwin's Current Company Details
Kontur FX

Kontur Fx

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Creative Director
Michael Hadwin Work Experience Details
  • Kontur Fx
    Creative Director
    Kontur Fx Jan 2020 - Present
    Collaborative and versatile leader at Kontur FX, a creative production studio specializing in 3D design, rendering and animation for games, films, agencies, and architects. We use the Unreal Engine to build cinematic experiences and interactive worlds across multiple platforms and screens. I oversee a broad range of responsibilities, including art and creative direction, hands-on asset creation, business development, and client relations, ensuring both creative excellence and operational efficiency across all our projects.
  • Topgolf
    Art Director
    Topgolf May 2023 - Nov 2023
    Dallas, Texas, Us
    Art Director on Shankstars Golf where I provided team leadership, art direction, concept designs, style guides, paintovers and more. I joined the Shankstars team a year after launch to help improve the game’s overall art direction while also guiding the team through monthly releases of “season pass” content. In addition to directing the internal art team, I also directed our external outsourcing team ensuring they maintained quality, consistency, and timelines that matched our internal art content.
  • Rooster Teeth
    Creative Director / Art Director
    Rooster Teeth Mar 2015 - Nov 2019
    Austin, Tx, Us
    Head of Game Development where I managed and directed the games team serving as Art Director and Creative Director for all our products. Built the entire department from the ground up responsible for team building and overall product development. Our mission was to deliver fun, innovative games that entertained and inspired our worldwide community. Credits:- Vicious Circle (PC/Steam)- RWBY: Grimm Eclipse (PC, XB1, PS4)- Achievement Hunter HEIST (Tabletop)- Million Dollars, But: The Game (Tabletop)
  • Certain Affinity
    Lead Artist
    Certain Affinity Jun 2013 - Feb 2015
    Austin, Tx, Us
    Led a large team of talented artists creating AAA games for next-gen consoles and mobile. Provided art direction, mentorship, and overall team support on a wide variety of AAA titles. Also helped develop several original IP titles, establishing the art direction and overall world building for the entire franchise. Credits:• HALO - The Master Chief Collection (Xbox One)• Age of Booty: Tactics (iOS)
  • Fun Machine
    Studio Director
    Fun Machine Jun 2011 - Jun 2013
    Co-founded Fun Machine, developing apps and games for Mobile-Social platforms. Worked with global brands (Marvel, Disney, Warner Bros, Whole Foods) developing mobile games for their beloved franchises. I was involved with every aspect of running the studio from business development, strategy, budgeting, client relations, and staffing. I also served as Art Director, ensuring our products looked their best and stood out from the competition. As a result of our excellent products and innovative software tools, Fun Machine was acquired by Unity Technologies in 2014 (which later became Unity Austin). Credits:• Awesome Eats (Whole Foods Market) – iOS • The Wizard of Oz Game (Warner Bros) – Facebook, iOS• Marvel Avengers Initiative (Marvel) - iOS
  • Disney Interactive Studios
    Art Director
    Disney Interactive Studios Aug 2009 - Jun 2011
    Burbank, Ca, Us
    Art Director on the popular Wii game Epic Mickey, which won several “Best Visuals” awards. I was also the Art Director on an original IP game where players explored a magical universe of Disney pop-up books, for which I was awarded a US Patent for innovative gameplay mechanics: US #20120052938)
  • Megasquad Studios
    Studio Director
    Megasquad Studios Aug 2007 - Sep 2009
    MegaSquad was a boutique animation studio servicing the Games, Films, and TV markets. As Studio Director, I provided Art and Creative Direction for all projects. I also handled business development, client relations, budgeting, and staffing. Credits:• DC Universe Online – (PS3, PC)• Guilty Party – cinematics (Wii)• Age of Booty – (X360)• Mushroom Men (cinematics) – (Wii, DS)• Aliens: Colonial Marines (cinematics) – (PS3, X360, PC)• Legendary (cinematics) – (PS3, X360, PC)• Velvet Assassin – Print Article for Playboy (Dec 2008)• The Simpsons Ride – Universal Studios (Virtual Ride Film)• Gamestop – (TV commercial)• The Break Room – (Animated TV series pitch)• Christianson AC – (TV commercial)• Long After Midnight – (Indie Film)
  • Kingsisle Entertainment
    Lead Artist
    Kingsisle Entertainment 2005 - Sep 2007
    Round Rock, Texas, Us
    Lead Artist on an unreleased “social” MMO game. Established the visual style for the game’s entire universe - worlds, characters, creatures, and vehicles. I also helped design and architect a next generation character customization system.
  • The Animation Farm
    Creative Director / Art Director
    The Animation Farm 2004 - 2005
    As Creative Director, I provided Art and Creative Direction on several of the studio’s projects. I also played a key role in business development by acquiring new contracts and clients for the studio.Credits:• Stubbs the Zombie – (Xbox)• Aeon Flux (cinematics) – (PS2, Xbox) • The Biscuit Brothers – (PBS TV series)
  • Skylab Entertainment
    Creative Director / Art Director
    Skylab Entertainment 2002 - 2004
    Co-founded Skylab Entertainment, an independent console game development studio working with Take-Two (TTWO). I directed a large team of artists, programmers, and designers while working on an unreleased third-person action/vehicle game for Xbox and PC. I provided Art and Creative Direction for the game while also working with the publishing and biz teams at Take-Two.
  • Autodesk
    Application Engineer - Games
    Autodesk 2001 - 2002
    San Francisco, Ca, Us
    Product evangelist, conducting product demonstrations of Maya, an industry leading 3D modeling and animation software package. I created models and animations used for marketing materials, training courses, and trade shows. I provided direct support and training for all North American game clients and evaluated ongoing Maya product updates, working closely with the research and development teams to improve future software releases.
  • Gathering Of Developers Inc.
    Art Director
    Gathering Of Developers Inc. 2000 - 2001
    Gathering of Developers was a game publisher known for Max Payne, Mafia, Rune, Heavy Metal, Tropico, Blair Witch, Serious Sam, and more (acquired by Take-Two (TTWO) in 2001). I helped with a wide variety of creative efforts from marketing, branding, photography, videos, trailers, and events. My primary role was building the Toolbox, an online asset library of 3D models, textures, sounds, and motion files. Toolbox allowed our game developers to download game ready assets saving them valuable time and money. I hired and managed the team and together we created a massive library of game content for our development partners.
  • Ritual Entertainment
    Art Director
    Ritual Entertainment 1996 - 2000
    Co-founded Ritual Entertainment. Managed a large team of artists and level designers. Responsibilities included Art Direction, project management, game design, story writing, modeling, textures, and animation.Credits: - QUAKE: Mission Pack #1- SiN- Heavy Metal: FAKK2
  • 3D Realms
    Art Director
    3D Realms 1994 - 1996
    Aalborg, Dk
    Art Director of Marketing for all 3D Realms & Apogee products. Responsibilities included branding and identity for studio’s franchise titles, as well as packaging design, magazine layouts, brochures, flyers, etc. Credits:- Duke Nukem 3D- Shadow Warrior- Terminal Velocity- Xenophage

Michael Hadwin Skills

Game Development Maya Animation Creative Direction Character Animation Texturing Art Direction Concept Design Graphic Design Team Management Product Development Brand Development Cinematics 3d Modeling 3d Studio Max Computer Animation Photoshop Illustrator Interactive Entertainment Unreal Engine 4 Visual Effects 3d Rendering Zbrush V Ray Architectural Visualization Virtual Reality Augmented Reality Substance Painter Substance Designer Arnold Houdini After Effects Adobe Premiere Pro Adobe Lightroom Mobile Games Xbox 360 Illustration Mmo Video Games Game Mechanics Wii Game Design Ps3 Gameplay Autodesk Motionbuilder Xbox Console Level Design Storyboarding Art

Michael Hadwin Education Details

  • Animation Mentor
    Animation Mentor
    Animation
  • Lsu Shreveport
    Lsu Shreveport
    Fine Arts

Frequently Asked Questions about Michael Hadwin

What company does Michael Hadwin work for?

Michael Hadwin works for Kontur Fx

What is Michael Hadwin's role at the current company?

Michael Hadwin's current role is Creative Director.

What is Michael Hadwin's email address?

Michael Hadwin's email address is mi****@****ail.com

What is Michael Hadwin's direct phone number?

Michael Hadwin's direct phone number is +151228*****

What schools did Michael Hadwin attend?

Michael Hadwin attended Animation Mentor, Lsu Shreveport.

What skills is Michael Hadwin known for?

Michael Hadwin has skills like Game Development, Maya, Animation, Creative Direction, Character Animation, Texturing, Art Direction, Concept Design, Graphic Design, Team Management, Product Development, Brand Development.

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