Mike Barrette

Mike Barrette Email and Phone Number

Head of Creative Direction and Artistic Production @ Seattle, WA, US
Seattle, WA, US
Mike Barrette's Location
Greater Seattle Area, United States
Mike Barrette's Contact Details

Mike Barrette personal email

About Mike Barrette

Mike Barrette is a Head of Creative Direction and Artistic Production at Alphazett Studio. He possess expertise in environment art, level design, unreal engine 3, xbox 360, game development and 14 more skills.

Mike Barrette's Current Company Details
Alphazett Studio

Alphazett Studio

Head of Creative Direction and Artistic Production
Seattle, WA, US
Mike Barrette Work Experience Details
  • Alphazett Studio
    Head Of Creative Direction And Artistic Production
    Alphazett Studio
    Seattle, Wa, Us
  • Alphazett
    Creator Director And Jack-Of-All Designers
    Alphazett Jan 2019 - Present
    United States
    Visit www.Alphazett.comArt; Web, concept, graphic design; Creative writing and development of online world-building project.Also www.mikebarrette.com
  • Holospark
    Senior Designer
    Holospark Jul 2015 - Feb 2016
    Bellevue, Wa
    UNNAMED PROJECT (In Development)Prototype development and production for 4-player co-op FPSDesigned and built multiple 2D and whitebox maps, produced story and mission docs.
  • Cryptic Studios North (Closed)
    Senior Designer
    Cryptic Studios North (Closed) Apr 2012 - Apr 2015
    Seattle
    NEVERWINTER (released 2013) - Open-world fantasy MMODesigned and built some of best-reviewed maps, including Pirates Skyhold and Icespire Peak.Unnamed Project (Cancelled 2015) - World-building and map design for 3rd-person, open-world survival.
  • Wb Games
    Senior Designer & Artist
    Wb Games Nov 2009 - Nov 2011
    Kirkland, Wa
    Senior Designer MIDDLE EARTH: SHADOW OF MORDOR (released 2014) - open world action-adventure fantasy Prototyped visual and narrative arc of game through detailed story-maps that comprehensivelyillustrated game progression and architectural/environment design. Produced multiple prototype whitebox levels that were iterated on numerous times as gameplay design evolved through pre- and early production.Wrote mission scenarios, implemented gameplay and authored level design docs.
  • Surreal Software (Bought By Wb)
    World Design & Art Lead
    Surreal Software (Bought By Wb) Nov 2004 - Nov 2009
    Seattle, Wa
    World Design/Art Lead, Concept DesignerTHIS IS VEGAS (Cancelled 2008) - open world action & drivingGuided world-building process (twice) from paper-map to fully-developed Unreal environment, consisting of 100+ streaming maps. Directed multiple art teams in layout & visual design of environment.Prototyped and built detailed whitebox interiors of several casinos and nightclubs (combat, gambling, partying), and exterior playground environments (racing). Also prototyped multiple modular architectural kits for buildings, parking garages, drainage tunnels, roads and highways.Assisted development of customized streaming tech for Unreal 3. Iterated on world design construction to test parameters, thereby resulting in reliable memory budgets for all asset types.Produced detailed docs and specs including the environment art bible for artists and various world design/navigation specs for design. Also handled production tasks such as manpower projections and asset-tracking reports.Environment Art LeadTHE SUFFERING 2: THE TIES THAT BIND (released 2005) - 3rd person horror actionBrought in six months prior to shipment to coordinate additional team of three environment artists and level designer while learning proprietary tech. Brought in assigned maps on schedule.
  • Microsoft/Fasa
    Environment Art Lead & Concept Artist
    Microsoft/Fasa Sep 1998 - Nov 2004
    Redmond, Wa
    Environment Art Lead / Story & Concept Artist CRIMSON SKIES 2 (Released 2003) & CRIMSON SKIES 2 DLC (Released 2004)Coordinated art and design strike teams to deliver Chicago environment and other deliverables.Built all multiplayer map environments for CS2.Managed small art team to deliver subsequent DLC maps and additional content.Environment Art & Concept Lead MULTIPLE DEMOS and CANCELLED PROJECTS - DANTE, GEMINI, CESIUM and others. Small-team projects that did not get beyond prototype or pre-production.Produced extensive concept drawings, paintings and designs for several sci-fi themed RPG projects during the early XBOX development years. Managed art team to design/build prototype environments for gameplay and cinematics.3D & Concept Artist FLIGHT SIMULATOR 2000 (Released 1999), FLIGHT SIMULATOR 2002 (released 2001), COMBAT FLIGHT SIMULATOR 2 (released 2000)

Mike Barrette Skills

Environment Art Level Design Unreal Engine 3 Xbox 360 Game Development Game Design Concept Design Maya Texturing Computer Games Video Games Ps3 Console Mmo Unreal 4 Multiplayer Art Art Direction Uv Mapping

Mike Barrette Education Details

Frequently Asked Questions about Mike Barrette

What company does Mike Barrette work for?

Mike Barrette works for Alphazett Studio

What is Mike Barrette's role at the current company?

Mike Barrette's current role is Head of Creative Direction and Artistic Production.

What is Mike Barrette's email address?

Mike Barrette's email address is mi****@****ail.com

What schools did Mike Barrette attend?

Mike Barrette attended Syracuse University, Sci-Arc.

What skills is Mike Barrette known for?

Mike Barrette has skills like Environment Art, Level Design, Unreal Engine 3, Xbox 360, Game Development, Game Design, Concept Design, Maya, Texturing, Computer Games, Video Games, Ps3.

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