Michael Hadwin work email
- Valid
- Valid
Michael Hadwin personal email
- Valid
- Valid
- Valid
Michael Hadwin phone numbers
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.
-
Creative DirectorKontur Fx Jan 2020 - PresentCollaborative 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. -
Art DirectorTopgolf May 2023 - Nov 2023Dallas, Texas, UsArt 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. -
Creative Director / Art DirectorRooster Teeth Mar 2015 - Nov 2019Austin, Tx, UsHead 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) -
Lead ArtistCertain Affinity Jun 2013 - Feb 2015Austin, Tx, UsLed 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) -
Studio DirectorFun Machine Jun 2011 - Jun 2013Co-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
-
Art DirectorDisney Interactive Studios Aug 2009 - Jun 2011Burbank, Ca, UsArt 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) -
Studio DirectorMegasquad Studios Aug 2007 - Sep 2009MegaSquad 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)
-
Lead ArtistKingsisle Entertainment 2005 - Sep 2007Round Rock, Texas, UsLead 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. -
Creative Director / Art DirectorThe Animation Farm 2004 - 2005As 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)
-
Creative Director / Art DirectorSkylab Entertainment 2002 - 2004Co-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.
-
Application Engineer - GamesAutodesk 2001 - 2002San Francisco, Ca, UsProduct 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. -
Art DirectorGathering Of Developers Inc. 2000 - 2001Gathering 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. -
Art DirectorRitual Entertainment 1996 - 2000Co-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 -
Art Director3D Realms 1994 - 1996Aalborg, DkArt 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
Michael Hadwin Education Details
-
Animation MentorAnimation -
Lsu ShreveportFine 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.
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial