Tim Miller Email and Phone Number
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Experienced game designer, Unity developer, project manager, programmer and educator who excels at solving new challenges through innovation and ongoing skills development. I have extensive experience designing, planning, and developing video games in the AAA video games industry and as creative director at Rocket 5 Studios which I co-founded in 2012.
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Creative DirectorRocket 5 Studios Inc. Jul 2009 - PresentToronto, Ontario, CaResponsible for working with both clients and internal teams to fully understand project goals and then provide development, design documentation, production plans, wireframes, prototypes, pre-vis and/or team management depending on project/client requirements.Developed tools and workflows that allow for rapid prototyping and iteration of project ideas for platforms including mobile, AR, VR, web, and desktop.Developed more than 20 video games & interactive experiences for clients and internal projects and published them to Apple App Store, Google Play, Apple TV, Steam, and the web. -
Game DirectorGata Games Jul 2022 - Nov 2023Toronto, CaResponsible for managing the schedule and deliverables, documenting and scoping development for Dakini Rising. Coordinating scheduling of team meetings, providing notes and generating tasks from action items. Organizing Initiatives and sprints, delegating and following up on tasks.Management of 4 internal team members. Liaison with two external teams to ensure they understood our coding, system designs and asset requirements and that they were delivered and integrated into the project correctly.Overseeing and contributing to the game design. Development of gameplay systems, cinematics and ensuring overall product quality. UI/UX design in Figma & implementation in Unity. Xcode builds and TestFlight distribution to dev & test teams. -
ProfessorSeneca College Sep 2021 - May 2022Toronto, Ontario, CaResponsible for teaching students the fundamental principles of game making, asset pipelines, iteration & bug fixing, exporting & publishing, and how different elements - such as art, animation, design, audio, and code - fit into a studio team structure. -
Lead Level DesignerNihilistic Software Inc. Feb 2006 - Jul 2009Novato, Ca, UsDesigned and helped develop a suite of tools that allowed artists and level designers to work in the same Maya scenes at the same time by combining layer references with version control.Responsible for managing a team of 5 level designers as well as for the design and creation of my own levels as Lead Level Designer on the Conan game.Responsible for all aspects of the design from ideation to project pitch to management of the design team and creation of my own levels on the Zombie Apocalypse game.Developed and pitched the idea for a Zombie Apocalypse game to the studio, lead the game design, managed a team of 4 designers, designed & built several levels.Credits:* Lead Designer / Lead Level Designer on Zombie Apocalypse for XBLA and PSN.* Level Designer on Conan for Xbox360 and PS3 -
DesignerSecret Level Jun 2004 - Feb 2006UsAs Lead Mission Designer on America’s Army: Rise of a Soldier, my responsibilities included management of 4 mission designers, design and creation of my own missions using the Unreal engine, enemy AI design & encounter scripting. -
Lead Level DesignerLucasarts Entertainment Aug 1996 - May 2004San Francisco, Ca, UsAs Lead Level Designer on RTX: Red Rock I managed a team of 4 level designers, designed, built, and wrote gameplay scripts for several game levels, and worked closely with my co-leads on game design and project management.On Indiana Jones and the Infernal Machine, I designed, built, and wrote gameplay scripts for several of the game’s levels including the Mine Cart level. Designed a system that allowed artists and level designers to work in the same Maya scene at the same time by combining Maya’s layer references with version control. Worked closely with tools programmers to develop & refine the tools and artist/designer workflows.LucasArts was the start of my game dev career - as a Tester and Lead Tester, I was able to learn the fundamentals of the game development process by working closely with designers, artists, producers and programmers. I quickly developed a love for level design and created a portfolio of levels for Quake 1 & 2 and for Star Wars: Jedi Knight which helped me land a position in the design department.Credits:Lead Level Designer on Star Wars: Episode3 (during pre-production)Lead Level Designer on RTX: Red RockLevel Designer on Star Wars: Obi WanLevel Designer on Indiana Jones and the Infernal Machine
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Frequently Asked Questions about Tim Miller
What company does Tim Miller work for?
Tim Miller works for Rocket 5 Studios Inc.
What is Tim Miller's role at the current company?
Tim Miller's current role is Creative Director at Rocket 5 Studios Inc..
What is Tim Miller's email address?
Tim Miller's email address is me****@****ail.com
What skills is Tim Miller known for?
Tim Miller has skills like Video Game Design, Game Development, Level Design, Unity3d, Maya, C#, Gameplay Programming, Mobile Applications, Mobile Games, Ios Development, Corona Sdk, Game Design.
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