Ceo | Creative Director
CurrentBuilding a new co-op action/adventure IP for PC & consoles in Unreal Engine 5.
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@remedygames.com
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Paul Ehreth is listed as CEO | Creative Director of Anchor Point Studios - a NetEase Games studio at Anchor Point Studios, based in Barcelona, Catalonia, Spain. AeroLeads shows a work email signal at remedygames.com and a matched LinkedIn profile for Paul Ehreth.
Paul Ehreth previously worked as CEO | Creative Director at Anchor Point Studios and Director at Smilegate Barcelona. Paul Ehreth holds Ba, Digital Art (Pending) from Henry Cogswell College.
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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.
Listed skills include Game Development, Game Design, Maya, Video Games, and 51 others.
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Building a new co-op action/adventure IP for PC & consoles in Unreal Engine 5.
• Working on building a new team and a AAA open-world game for next gen consoles.
• Working on building a new team and a AAA open-world game for next gen consoles.
Espoo, 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.
Espoo, Southern Finland, Fi
Lead 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.
Co-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
Co-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.
Redmond, Washington, Us
Helped 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.
Redmond, Washington, Us
Designed 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.
Redmond, Washington, Us
Designed 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.
Redmond, Washington, Us
Built new prototype experiences for Project Natal (Microsoft Kinect) at Microsoft Research.
I 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).
Bellevue, Wa, Us
Had 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.
San Diego, Ca, Us
Designed 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.
Redmond, Washington, Us
Designed 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.
Us
Created 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.
• 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/
Quick answers generated from the profile data available on this page.
Paul Ehreth works for Anchor Point Studios.
Paul Ehreth is listed as CEO | Creative Director of Anchor Point Studios - a NetEase Games studio at Anchor Point Studios.
AeroLeads has found 1 work email signal at @remedygames.com for Paul Ehreth at Anchor Point Studios.
Paul Ehreth is based in Barcelona, Catalonia, Spain while working with Anchor Point Studios.
Paul Ehreth has worked for Anchor Point Studios, Smilegate Barcelona, Remedy Entertainment Plc, Lost Signal Llc, and Nc2 Media.
You can use AeroLeads to view verified contact signals for Paul Ehreth at Anchor Point Studios, including work email, phone, and LinkedIn data when available.
Paul Ehreth holds Ba, Digital Art (Pending) from Henry Cogswell College.
Paul Ehreth is listed with skills including Game Development, Game Design, Maya, Video Games, Level Design, Xbox 360, 3D Modeling, and Photoshop.
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