Steve Bowler Email and Phone Number
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A serial entrepreneur and designer passionate about the expressive power of human motion and how that connects and resonates with players. My twenty-year career in the entertainment industry has spanned TV animation (Animaniacs, Histeria!), feature-length animation (Space Jam, Quest for Camelot, Anastasia), and most recently games and interactive entertainment (NBC’s Heroes Reborn, Man of Steel, Dark Meadow, Mortal Kombat).After the success of the Brookhaven Experiment demo, my partners and I founded CloudGate Studio so we could create best in class Premium VR Experiences such as the acclaimed Island 359, Pacific Rim: Shatterdome Showdown, and Dino Island Safari. We can't wait to show you what we have in store!
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Principal Technical DesignerPeople Can Fly Studio Jul 2023 - PresentWarszawa, Woj. Mazowieckie, Pl -
Principal DeveloperLivecgi Mar 2020 - Jan 2023Building Prototypes for the future of Virtual Live Studios in UE4Features Developer for our various Desktop and Cloud Studio products
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PresidentCloudgate Studio May 2016 - Mar 2020CloudGate Studio, founded in 2016, is a game development studio founded by industry veterans Steve Bowler, Jeremy Chapman, and Mike Fischer.Focused on creating premium, innovative games that defy the boundaries of Virtual Reality, CloudGate Studio evolved out of a commitment to cultivate immersive and transformative VR experiences. Passionate that games should never be mediocre, CloudGate is working to create deep games that elicit the feelings of Blockbuster films—energizing, vitalizing and exhilarating while always leaving players thirsty for more.
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Creative DirectorPhosphor Games Jan 2012 - Mar 2016Chicago, Il, UsCreative lead on various small-to-medium teams which tackled work-for-hire contracts with various clients and publishers. Lead projects from pitch for new business (RFP) through delivery of final product.Heroes Reborn: Gemini (XB1/PS4/Steam) and Enigma (iOS/Android)* Lead Designer and creative lead on medium sized team coordinating two separate games that have interwoven stories/locations* Coordinated with client to create two different games that fit within Heroes universe* Guided team to gameplay concepts that would work for both Gemini and Enigma (both have similar abilities/radically different input/play styles)* Wrote two original feature length scripts to guide Show Writers through both gamesMan of Steel (iOS/Android)* Editor's Choice Awarded for both iPhone and iPad versions* Designed and scripted/balanced combat system (punching, knockbacks, heat vision, etc.)* Wrote story script and designed story mode around script meetings with WB and film-makers* Creative direction for story, game flow, audio, UI flowGame Party Champions (WiiU)* Launch title for Warner Brothers for the WiiU hardware platform* Designed unique "feel good" interacts for games focusing on the WiiU Touchpad Controller* Wrote story script and designed story mode based on requirements from WB* Designed and Created gameplay via visual Kismet scripting (UE3) -
Lead Gameplay DesignerPhosphor Games Mar 2011 - Jan 2012Chicago, Il, UsGameplay lead on small teams which completed a work for hire project for Microsoft Kinect and an original Phosphor IP on mobileThe Dark Meadow (iOS)* Editor's Choice Award for Universal iOS app* Designed and scripted combat system for player/enemies* Animated player/enemy animations* Directed outsourcing/contracted animation talentSparklers (Kinect App)* Lead Designer for Phosphor office* Tuned Sparkler "feel"* Designed 40 screen UI menu/interface -
Creative DirectorGame-Ism Llc Jun 2009 - Jul 2013As my first entrepreneurial endeavor, I founded game-ism.com to share my thoughts about game design, and decided to challenge myself to grow as a designer and developer, and start making games on the side.In 2009 I approached Penny-Arcade with a fully playable prototype card game based on their Paint the Line IP, and over the next 3 years we developed it together, and released it as Paint the Line: Red Tide in June of 2012!
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Senior AnimatorNetherrealm Studios Jan 2009 - Mar 2011Chicago, Il, UsCharacter Animator and Motion Capture Volume Operator and TechnicianMortal Kombat 9 (360/PS3)* Pushed for stronger idle and movement anims for better characterization* Solved unique content issues created by linear branching combat scripting system* Created unique multiple character Motion Builder solution for animating Goro (4 armed character) using mocap data from two takes on two actors at the same time* Animated hundreds of gameplay animations (idles, punches/kicks, throws, specials, etc.)* X-Ray (special combat mode) and Fatality animations -
Lead Combat Designer (Hero)Midway Games Nov 2007 - Dec 2008UsDesigned and balanced all melee and ranged combat for what is now a cancelled IP at Midway Games using the Unreal Engine 3.* Designed a balanced combat system that allowed for any combination of melee or ranged combat and movement ability create-a-player characters to compete in both a single and multi-player game.* Primarily responsible for all Finite State Machine content and animation scripting.* Designed a new plug-in system using Stranglehold's FSM to allow for dynamic animation swapping.* Designed and implemented content for a feature that allowed for custom Create-a-Player characters to use any combination of melee or ranged abilities, movement abilities, and their requisite animations. -
Animation Designer (Stranglehold)Midway Games Apr 2006 - Nov 2007UsResponsible for final look and feel of combat for main character, bosses, and all AI enemies for the game title. Was primary designer/researcher for the custom FSM tool designed in-house for Stranglehold.* Advised Lead Animator of animation needs from Designers and Gameplay Programmers, and would then work with all three to incorporate the moves into the game.* Edited animation scripts (FSM) to make gameplay a better user experience (gameplay feel).* Worked directly with Tools team members to design and prototype new FSM nodes to facilitate difficult world interacts with complex 9-way aimgrids and 8-way strafe/dive animations.* Consulted with cinematics team on best practices for main character and enemies. -
Lead Animator (Various Titles)Midway Games Jan 2001 - Apr 2006UsResponsible for all character animations for game titles or game cinemas, and managing animators on each game title. Worked directly with Lead Designers/Creative Directors and gameplay teams to create entire suite of gameplay animations that fit design's vision.* Redcard* NBA Ballers* NBA Ballers Phenom* Mortal Kombat Deceptions Opening Cinema* Stranglehold prototype -
Lead AnimatorStartoons International Llc 1999 - 2001Handled primary character/scene animation for a variety of projects. Oversaw team of Assistant Animators. Worked on an Emmy winning episode of Animaniacs! Projects included:* Animaniacs* Hysteria!
Steve Bowler Skills
Steve Bowler Education Details
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Northern Illinois UniversityIllustration
Frequently Asked Questions about Steve Bowler
What company does Steve Bowler work for?
Steve Bowler works for People Can Fly Studio
What is Steve Bowler's role at the current company?
Steve Bowler's current role is Unreal Developer, Creative Director, Technical Designer.
What is Steve Bowler's email address?
Steve Bowler's email address is st****@****bal.net
What is Steve Bowler's direct phone number?
Steve Bowler's direct phone number is +163074*****
What schools did Steve Bowler attend?
Steve Bowler attended Northern Illinois University.
What skills is Steve Bowler known for?
Steve Bowler has skills like Game Design, Unreal Engine 3, Character Animation, Video Games, Gameplay, Game Development, Traditional Animation, Animation, Motion Capture, Cinematics, Unreal Editor, Maya.
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