Paul Ehreth Email and Phone Number
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A video game director with more than 20 years of experience building games for PC, console, and mobile; both indie and AAA; with more than 48 million units sold worldwide. Most recently I was Lead Designer of the critically acclaimed CONTROL by Remedy Entertainment which was nominated for 11 BAFTA awards, won more than 24 Game of the Year awards, and has now been played by more than 10 million players worldwide.I excel at creating new IPs from the ground up with a focus on creative vision, design leadership, establishing a clear design process, directing memorable moments, and delivering the highest quality user experience in order to bring joy into the lives of our players.I am results-driven and actively involved in every area of game production including design documentation, prototyping, level and mission design, combat and game systems tuning, narrative implementation, and iteration based on playtest feedback.I love leading the team through the challenges of designing and building the user experience from the ground up, and I take a collaborative approach by working directly with each department to ensure the smoothest, most efficient production, and the best possible experience for players.
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Ceo | Creative DirectorAnchor Point Studios Oct 2022 - PresentBuilding a new co-op action/adventure IP for PC & consoles in Unreal Engine 5. -
DirectorSmilegate Barcelona Jan 2022 - Sep 2022• Working on building a new team and a AAA open-world game for next gen consoles.
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Associate DirectorSmilegate Barcelona Oct 2020 - Jan 2022• Working on building a new team and a AAA open-world game for next gen consoles.
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Leadership Team - Alan Wake 2Remedy Entertainment Plc Aug 2019 - Aug 2020Espoo, Southern Finland, Fi• Supported the development of Alan Wake 2 as a member of the project approval leadership team.• Assisted with the development of several core gameplay systems, including the player camera and locomotion systems. -
Lead Designer - ControlRemedy Entertainment Plc Feb 2017 - Aug 2020Espoo, Southern Finland, FiLead Designer of CONTROL, the critically-acclaimed game nominated for 11 BAFTA Awards, winner of more than 25 Game of the Year Awards, and downloaded by more than 10 million players - out now on PS4, Xbox, PC and Nintendo Switch.Responsibilities:• Established the design direction for the game and communicated it to the team through regularupdates, team meetings, and review sessions.• Wrote the foundational design documents for each core game system including levels, missions,combat, weapons, enemies, boss battles, abilities, UI, player progression, and game economy.• Led the campaign level design team, set standards and metrics, and translated the overall story into each of the individual missions.• Led the systems design team, outlining each core system and iterating to improve the feel, ensuring locomotion and abilities felt empowering, and combat felt challenging and rewarding.• Advocated for gameplay features the studio hadn’t attempted before, including interconnectedopen-world level design, optional side missions, procedural enemy encounters, player and weaponprogression systems, boss battles, and ‘evergreen’ end-game content.• Designed and directed the E3 Gameplay Demo experience.• Helped reduce the studio’s game production cycle by more than half (from 6 years to less than 3) through careful planning and clear decision making. -
Lead Designer / Co-FounderLost Signal Llc Mar 2009 - Aug 2020Co-founded a startup for building quality tools and entertainment experiences for partners such as Microsoft.Blueprint Sketch - An award-winning architectural sketch app for Windows PC. Used by Microsoft to promote the Surface Hub touchscreen devices. Available in the Windows Marketplace:http://bit.ly/1HYsPD1Idio Words - A word game with a new twist for Windows Phone released in April 2012 and holds a 4.8-star review average in the marketplace.http://bit.ly/1w1GvtQwww.lostsignalgames.com
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Lead Designer / Co-FounderNc2 Media Aug 2015 - Jan 2017Co-founded a successful startup (NC2 Media) to design a new mobile gaming and advertising platform which was acquired by Lonely Planet.• Lead the UI/UX design for a new mobile gaming platform.• Designed and oversaw the implementation of 8 new mobile games which ran within the platform.• Responsible for overseeing testing, tuning, and iteration based on user feedback.
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Senior Campaign Designer - Halo 5: GuardiansMicrosoft Nov 2012 - Sep 2014Redmond, Washington, UsHelped lead the campaign design and planning for Halo 5: Guardians.• Planned and wrote the level design documents for the new campaign.• Built level layout geometry for multiple interconnected levels.• Worked with the narrative team to create compelling moments, set pieces, and pacing.• Worked closely with the sandbox designers to create new compelling gameplay systems.• Collaborated with the leads to establish a strong design process. -
Campaign Designer - Halo 4Microsoft Jul 2010 - Nov 2012Redmond, Washington, UsDesigned and built much of the single-player campaign experience for Halo 4.• Wrote the mission design documents and pitched concepts for the levels Dawn, Infinity, Composer, and assisted other designers in writing and pitching Requiem and Midnight.• Built level layout geometry for Dawn, Requiem, Infinity, Composer, and Midnight.• Built enemy encounters and level scripting for Requiem and Composer.• Worked closely with concept and environment art teams in creating memorable moments.• Organized iterative playtests with internal and external candidates. -
Game Designer - Kinect AdventuresMicrosoft Nov 2009 - Jul 2010Redmond, Washington, UsDesigned levels and gameplay for Kinect Adventures, the best-selling Xbox title with over 24 million units sold.• Built levels, gameplay, animations, and scripting for River Rush, Rallyball, and Reflex Ridge.• Conducted playtests and made iterative changes based on feedback. -
Technical Artist / Designer - Avatar KinectMicrosoft Sep 2009 - Nov 2009Redmond, Washington, UsBuilt new prototype experiences for Project Natal (Microsoft Kinect) at Microsoft Research. -
Design Consultant - Buddy & Me (Ios, Nintendo Wiiu)Sunbreak Games Jul 2013 - Sep 2013I was brought on to help this great indie team design, prototype, and improve UI/UX and gameplay features for the game Buddy and Me (iOS, Nintendo WiiU).
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Level Design - RepubliqueCamouflaj Nov 2012 - Feb 2013Bellevue, Wa, UsHad the honor of helping this amazing team design and develop levels for the award-winning game, 'Republique' (iOS/PC/PS4), including the Library in Episode 2. -
Level DesignerSony Online Entertainment Jul 2007 - May 2009San Diego, Ca, UsDesigned single-player and multiplayer levels for the spy/action-MMO The Agency, including the 2009 E3 demo experience.• Wrote mission design overviews with interesting and memorable gameplay events.• Drew out paper designs considering player flow, encounters, and pacing.• Built the white box level geometry in Maya.• Built temporary environment art to help define spaces.• Worked closely with concept artists in creating paintovers to help define level spaces.• Responsible for placing all gameplay-related elements such as enemy encounters and scripted events.• Ran each level through a series of test iterations to achieve balance and pacing.• Oversaw the final art passes from both our internal art team and outsourcing teams and their integration into each level.• Crafted the 2009 E3 live gameplay demo experience. -
Level Designer & Environment Artist - ShadowrunMicrosoft Nov 2005 - Apr 2007Redmond, Washington, UsDesigned and built multiplayer levels and environment art for Shadowrun (Xbox 360/PC). Level Design:• Created paper designs for the levels Poco, Pinnacle, and Lobby.• Built graybox level layouts in Maya.• Ran playtest iterations, made changes based on feedback, and worked closely with the test team to achieve balance.• Worked with concept artists in creating paintovers to help define each space.Environment Art:• Modeled and UV’d unique environment assets.• Created realtime cloth simulations for environment art pieces. • Maintained design vision in parallel with art asset creation.• Taught classes on geometry optimization and performance.• Worked with programmers to build tools to increase efficiency. -
Environment ArtistOmation Nov 2004 - Aug 2005UsCreated environment and tech art for the feature film "Barnyard" from Paramount Pictures and Nickelodeon Films.• Modeled dozens of environment and prop models (both low and hi-res) in Softimage XSI.• Created UV layouts for both characters and environment models.• Taught classes on using XSI to artists unfamiliar with the software.• Created modeling standards for LODs as well as normal mapping and instancing techniques.• Worked with programmers to write custom tools to make artists as efficient as possible. -
3D Technical Artist / Game DesignerLiquid Dragon Studios Aug 2004 - Nov 2004• Built concepts and prototypes for an unreleased game using a proprietary real-time fluid dynamics engine.• Designed and created company logos and graphic designs for the company website.• http://www.liquiddragon.com/
Paul Ehreth Skills
Paul Ehreth Education Details
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Henry Cogswell CollegeDigital Art (Pending)
Frequently Asked Questions about Paul Ehreth
What company does Paul Ehreth work for?
Paul Ehreth works for Anchor Point Studios
What is Paul Ehreth's role at the current company?
Paul Ehreth's current role is CEO | Creative Director of Anchor Point Studios - a NetEase Games studio.
What is Paul Ehreth's email address?
Paul Ehreth's email address is pa****@****ail.com
What schools did Paul Ehreth attend?
Paul Ehreth attended Henry Cogswell College.
What skills is Paul Ehreth known for?
Paul Ehreth has skills like Game Development, Game Design, Maya, Video Games, Level Design, Xbox 360, 3d Modeling, Photoshop, Gameplay, Environment Art, Texturing, User Experience.
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