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Simon Sherr Email & Phone Number

Director of Interactive Systems at HAVIK
Location: Casselberry, Florida, United States 21 work roles 2 schools
3 work emails found @ea.com LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 100%

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Current company
Role
Director of Interactive Systems
Location
Casselberry, Florida, United States

Who is Simon Sherr? Overview

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Simon Sherr is listed as Director of Interactive Systems at HAVIK, based in Casselberry, Florida, United States. AeroLeads shows a work email signal at ea.com and a matched LinkedIn profile for Simon Sherr.

Simon Sherr previously worked as Senior Systems Designer at Havik and Owner, Chief Creative Officer at Valkyrie Labs Llc. Simon Sherr holds Bfa, Animation/Art History from Savannah College Of Art And Design.

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Profile bio

About Simon Sherr

23 years of experience in getting it done.

Listed skills include Animation, Character Animation, Computer Animation, Game Development, and 22 others.

Current workplace

Simon Sherr's current company

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HAVIK
Havik
Director of Interactive Systems
AeroLeads page
21 roles

Simon Sherr work experience

A career timeline built from the work history available for this profile.

Director Of Interactive Systems

Current

Orlando, Florida, US

Directing and developing realistic animation and AI systems as well as entity systems. As director of interactive systems my role is centered around hands-on creation of workflows, tools, and entity systems (a modular and shared framework for characters, weapons, vehicles etc...) for what we would call "gameplay" in the games world.

Dec 2023 - Present

Senior Systems Designer

Orlando, Florida, US

Creating realistic humans for high-end VR military simulation.

Aug 2023 - Dec 2023

Owner, Chief Creative Officer

Casselberry, US

Founder of Valkyrie Labs - www.valkyrie-labs.comConsulting on real-time digital humans, game engine technology, gameplay systems, and game design methodologies for translating game designs into production ready features and tools.

Product Owner - Systems Technology

Seattle, WA, US

Began as a consultant and became employee number 1 for a new studio in Orlando. Working on the design of the “State of Decay 3” engine as product owner of Systems Technology, internally leading a team in partnership with The Coalition in the development of technology to sit on top of the Unreal5 engine that will be shared across multiple Microsoft studios..

Jul 2021 - Apr 2023

Technical Animation Consultant - Ue5 / “The Matrix Awakens”

Cary, NC, US

Gameplay Systems and Technical Animation consultant focused on leading the development of “the Matrix Awakens” Chase Agents. I animated and developed the runtime for the NPC agents as “interactive digital stunt men” for the chase gameplay sequence as well as recreating animation for the rooftop bullet-time sequence (a technical challenge as the cloth.

Jun 2020 - Jul 2021

Principal Technical Animation Director

Redwood City, CA, US

Directing Tiburon's branch of a group known internally as "A-Team" lead by Paul McComas (one of the inventors of the ANT Engine) - the A-Team is an advanced Systems Technology group that provides cutting edge animation technology and advanced gameplay systems technology via the ANT Engine to all EA Sports Titles and all EA Games titles that use the.

Jan 2003 - Jun 2020

Sr. Technical Animation Director / Gameplay Systems Designer

Redwood City, CA, US

Sr. Animation Director for EA Tiburon, directing animation technology and gameplay systems technology for Madden and NBA Live

Jan 2017 - May 2018

Product Owner, Ant Engine, Ea Technology

Redwood City, CA, US

Global Product Owner for ANT (EA's proprietary gameplay engine used by all EA Sports titles, and the animation engine for Frostbite). Product owner directing a team of almost 20 engineers and several technical artists working to create cutting edge technology for physics, interaction, gameplay feature implementation tools, and one of the most.

Jan 2012 - Jan 2017

Technical Animation Director, Systems Design For Ea Technology

Redwood City, CA, US

Guiding the development of ANT and training teams globally in tool usage. ANT is the proprietary gameplay engine for all EA Sports Titles, and the animation Engine for all Frostbite Games.

Apr 2011 - 2012

Technical Animation Director, Ea Sports Concept Team

Redwood City, CA, US

Based in the Tiburon studio in Orlando, working for the Sports Label as a whole. Developing prototypes that highlight best practices in the proprietary animation and gameplay engine "ANT" now used by all EA Sports titles, I am also working with EA Sports teams globally to assist with technical gameplay feature implementation design.

Dec 2010 - Aug 2011

Technical Animation Director / Gameplay Designer / Systems Designer - Mma - Ea Tiburon -

Redwood City, CA, US

As the Technical Animation Director / Animation Director and Gameplay Systems Designer for EA Sports MMA (Mixed Martial Arts) I built the first prototype of the game solo, pitched the title to EA with a small team and a second prototype with the goal of going after the UFC license in 2011. I then designed many of the fighting mechanics, combat and.

Jun 2009 - Dec 2010

Animation Director / Technical Animation Director / Systems Designer, Madden

Redwood City, CA, US

Directing gameplay animation on Madden 2009 and 2010. Primarily focused on improving usage of the animation middleware system called ANT and revamping gameplay animation to take full advantage of the new consoles. Madden 2009 and 2010 are the highest rated Madden games on Xbox360/PS3, Xbox1/PS4, and XboxX/PS5 between 2006 and 2023. Designed the "Pro-Tak".

Aug 2007 - Aug 2010

Sr. Technical Animation Director: Ea Vancouver Studio

Redwood City, CA, US

Working to bring EA Sports together on a single game engine, and EA to a single animation engine globally.

Jan 2007 - Sep 2007

Animation Director / Technical Animation Director / Systems Designer: Nba Street Homecourt

Redwood City, CA, US

I was the animation director for NBA Street Homecourt (X-Box360 and PS3) the second highest rated sports title EA shipped in 2007, and the 3rd highest rated title company-wide and the only Gen3 re-write that hit an 80 Metacritic score, we put to use for the first time a new suite of middleware tools, Primarily a new state-machine, interaction system, logic.

Jan 2005 - Jan 2007

Animation Director / Systems Designer: Marvel Nemesis: Rise Of The Imperfects

Redwood City, CA, US

As animation director and systems designer, I worked to design a new animation engine with Nihilistic Software known as "NODman" - this engine used quaternions to allow animation blending (one of the earliest games to do so) allowing for more fluid gameplay animation and easier tuning, allowed for real time recording and playback of the game on console.

May 2004 - Aug 2005

Lead Animator: Fifa 2004/2005

Redwood City, CA, US

FIFA 2004 I was recruited by EA to be FIFA's first rigger to provide better motion capture clean-up tools for the animators and to lead "non-interactive sequences" (NIS). I worked with Geoff Johns to develop a NIS state machine enabling FIFA to go from 1 intro per stadium to millions of possibilities. As well as helping to design the "Animal" engine used.

Jan 2003 - May 2004

Freelance Animator And Rigger

The Pixel Factory, Inc

I worked on a couple of theme park projects as a freelance rigger and animator for Valkyrie Labs Co-Founder Stan Johnson (owner of Pixel Factory in Orlando Florida). Including "the Mummy" for Universal Studios, and a SeaWorld 3D motion-base simulator ride film "Journey to Atlantis".

Dec 2004 - Dec 2006

Contract Animator

Versailles Studio

Pre-Visualization for Feature Films, usually focusing on visual-effects heavy action sequences, and fight choreography. Films include "the Alchemist", "Jumper", "the Island" and "Transformers", (Versailles Studio used to be "www.Previs.org" when I was with them. The site is now down, but our work can still be found on youTube).

Oct 2003 - Jan 2006

Animation & Rigging Lead

Kleiser-Walczak

Animation and Rigging lead for Feature Effects, Advertising, and Character-Based Stereoscopic Ride Films credited as Rigging and Animation Lead for Mytique on "X2: X-Men United", Rigger on "The ONE", "Corkscrew Hill" for Busch Gardens Williamsberg as lead rigger and animator, and "Santa Lights Up New York" for "Radio City Music Hall's 3D Christmas.

Aug 2000 - Jan 2003

Character Animator

Giant Studios

Character Animator, Rigger, Motion Capture Performance, creature and stunt talent, focused on CG Human and Creature motion capture R&D for Feature Film Special Effects, Advertising, and Television. our motion capture system was used by Weta Digital on all productions since 1999 and branched to become "Lightstorm Motion Capture" for the "Avatar" films

Jun 1999 - Jul 2000

Animator

Advanced Presentations

3D Animation, Web Design, HTML programming, Presentation Graphics, Defense Contract Visualization.

Sep 1995 - Jul 1996
2 education records

Simon Sherr education

Bfa, Animation/Art History

Savannah College Of Art And Design

Psychology/Math

George Mason University
FAQ

Frequently asked questions about Simon Sherr

Quick answers generated from the profile data available on this page.

What company does Simon Sherr work for?

Simon Sherr works for HAVIK.

What is Simon Sherr's role at HAVIK?

Simon Sherr is listed as Director of Interactive Systems at HAVIK.

What is Simon Sherr's email address?

AeroLeads has found 3 work email signals at @ea.com for Simon Sherr at HAVIK.

Where is Simon Sherr based?

Simon Sherr is based in Casselberry, Florida, United States while working with HAVIK.

What companies has Simon Sherr worked for?

Simon Sherr has worked for Havik, Valkyrie Labs Llc, Undead Labs, Epic Games, and Electronic Arts (Ea).

How can I contact Simon Sherr?

You can use AeroLeads to view verified contact signals for Simon Sherr at HAVIK, including work email, phone, and LinkedIn data when available.

What schools did Simon Sherr attend?

Simon Sherr holds Bfa, Animation/Art History from Savannah College Of Art And Design.

What skills is Simon Sherr known for?

Simon Sherr is listed with skills including Animation, Character Animation, Computer Animation, Game Development, Video Games, Cinematics, Computer Graphics, and Rigging.

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