Steve Suhy Email & Phone Number
@ea.com
7 phones found area 425, 925, and 206
LinkedIn matched
Who is Steve Suhy? Overview
A concise factual answer block for searchers comparing this professional profile.
Steve Suhy is listed as Art Director at Series Entertainment, based in Sammamish, Washington, United States. AeroLeads shows a work email signal at ea.com, phone signal with area code 425, 925, 206, and a matched LinkedIn profile for Steve Suhy.
Steve Suhy previously worked as Art Director at Ripple Effect Studios and Art Director at Illfonic. Steve Suhy holds B.A., Studio Arts, Minor In Computer Science & English Literature from University Of Pittsburgh.
Email format at Series Entertainment
This section adds company-level context without repeating Steve Suhy's masked contact details.
AeroLeads found 1 current-domain work email signal for Steve Suhy. Compare company email patterns before reaching out.
About Steve Suhy
. 30+ years of creative and team development in the interactive entertainment industry.. 14+ years Art Director experience including Studio and Principle roles. Art Director of 17 international external development studios in a 2nd party publishing role. Multiple discipline lead roles including character, environment, vehicle, and FX. Shipped over 35+ titles over multiple platforms. Next generation/AAA, mobile and social game development.. Interactive AR/VR development.. Product Management of highly technical engineering teams pertaining to rendering and visual development.. Domestic and overseas outsourcing including Shanghai, India, and the Netherlands.. Concept-to-complete delivery of 3D and illustrative content.https://www.stevesuhy.space/
Listed skills include Art Direction, Ps3, Xbox 360, Social Games, and 24 others.
Steve Suhy's current company
Company context helps verify the profile and gives searchers a useful next step.
Steve Suhy work experience
A career timeline built from the work history available for this profile.
Art Director
Current
Art Director
. On-time release of "Arcadegeddon", PC, PS5, Xbox Series X, PS4, Xbox One (July 2022). Art direction, career development, and management of an internal team of 8production artists using the Unreal Engine development platform.. Provided clear visual direction and timely approvals to our outsourcing department.. JIRA backlog grooming and prioritization as well as production collaboration on Roadmap/Milestone tracking.. Marketing asset production and delivery
Lead Artist
"Kerbal Space Program 2". Succinct definition of visual pillars of the KSP franchise.. Responsible for a high standard of execution and timely delivery of Kerbal SpaceProgram 2 content.. Career development, mentorship and management of an internal team of 9production artists.. Provided clear visual direction and timely approvals to an external art productionhouse in Mexico City.. Hands-on Unity 2020 production of planetary assets, specifically around clouds,water, lighting (atmospheric scatter), and post process.. Primary stakeholder of the graphics development strike team, comprised of artistsas well as engineers.. Studio-wide as well as key stakeholder presentations.
Art Director
. Provide clear and targeted Art Direction on a series of multi-platform titles that aregrounded in old-world fantasy.. Management of an internal team of 8 senior production artists as well as 2 interns.. Further outsource development TBD.. Developed an extensive ‘scenario-based’, multi-product Art Development Plan thataccounted for a complete library of shared assets, outsourcing bids, and time/costbudgeting.. Hiring and career development of the entire art staff, including development of aculture that prides itself on its ‘ability to explore’.. Developed a comprehensive Visual Style Guide for an entire intellectual propertythat spans multiple titles.. Collaboration with Production on the management of JIRA tasking and backloggrooming.. Hands-on prototype work in Unity 2019.3.7f1 including World Terrain assembly.lighting and procedural navigational map generation.. Frequent feedback and approvals on team-developed content via clear markup anddocumentation.. Concept art outsourcing of architectural structures.. Equipment and software allocation.. Provided demonstration content and documentation in order to generate startupcapital investments.
Principal Art Director, Imaging Sciences
. Establishment of Official Quality Standards for Amazon’s 3D content Library.
Principal Art Director, Aws Sumerian, Mixed Reality
. Release of Sumerian Engine/Editor (May, 2018). Art Direction of a small internal production team in order to produceinteractive/VR experiences for enterprise customers. Visual direction of Polly-driven Amazon Sumerian Virtual Hosts , includingconceptual collaboration with Lois Van Baarle (loish). External content production and management.. Hands-on content production across multiple disciplines.
Acquisitions Art Director, Education
. Release of Amazon Rapids Reading App (Nov, 2016). Art direction of 30+ external illustrators in order to produce 200+ fully illustrated stories at product launch.. Content ingestion, preparation and implementation. Implementation of story content via Amazon Polly SSML. Contract terms establishment and delivery tracking
Sr. Product Manager, Visuals
. Release of Amazon Lumberyard Game Engine/Editor (PC) (Feb, 2016). System design of artist tool-sets and workflow processes.. Redesign of the Lumberyard Particle Editor System, including external contract development (Confetti).. Hands-on content development for feature demonstrations.
Publishing Art Director
"ToFu Fury", "Saber’s Edge"*, "'Til Morning’s Light"*, "Tales From Deep Space"*, "Lost Within"*, "Minecraft" (FireTV) (* “Editor’s Choice*” ios mobile titles)
Studio Art Director, Amazon Games Studio
“Living Classics”, Facebook. Art direction and launch of AGS’s first Facebook title, “Living Classics”.. Instituted comprehensive visual style guides, technical processes, anddevelopment standards.. Hiring and management of ~20 internal production artists.. Yearly budgeting and operational planning.. Hands-on content production.. Guidance on Double Helix studio acquisition (AGS Irvine).
Technical Art Director
"MAG" (PS3); "SOCOM 4" (PS3). Proposal development and implementation of new visual tools and/or rendering pipelines, including TDD of Zipper’s proprietary level creation tool.. WIKI documentation of all current internal processes and pipelines, including all shader, post process, internal tools, and various asset creation disciplines.. Design of the ‘flash pot’ Particle Effects system. Public-facing evangelist for MAG and SOCOM4, including ‘Developer Diary’ videos and the 2008 Sony E3 Press Event.
Studio Art Director
"Carcassonne", (Xbox Live Arcade); Unannounced/Unreleased MMO, (PC). Effectively managed, directed and tracked deliveries of an internal team of 12 production artists as well as an external ‘sister’ art department of ~60 in Shanghai, China.. Prepared product acquisition proposals for multiple suitors, including Vivendi Games, Tencent, Microsoft.. Hands-on content production across multiple disciplines.
Art Director
Lead Artist, Discipline Lead
Lead Artist: "Mechwarrior 5" (PC)Lead Character Artist: "Shadowrun", (Xbox 360)Lead Environment Artist: Unannounced/Unreleased, (Xbox)
Art Director, Vehicle Lead
Art Director: "Motor City Online", (PC); "Split Second" (unreleased), (PS2)Vehicle Lead: "Need for Speed 2", (PC, Sony PSX); "Need for Speed 2 SE", (PC); "Need for Speed 3", (PC, Sony PSX)
Animator, 3D Artist, Concept Artist
Animator: "Gex", (3DO); "Blazing Dragons", (Sony PSX)3D Artist: "Solar Eclipse", (Sega Saturn)Concept/3D Artist: "Akuji the Heartless", (Sony PSX); "Whiplash" (PS2)
Lead Artist, Artist/Animator
Lead Artist/Animator: "Mutant League Hockey", (Sega Genesis); "Mutant League Basketball" (unreleased), (Sega Genesis)Artist: "Mutant League Football", (Sega Genesis); "PGA 486 Golf", (PC)
Lead Artist, Artist, Animator
Lead Artist: Space 1889, (PC); Twilight 2000, (PC)Artist/Animator: Dr. Doom's Revenge, (Amiga, Commodore 64); Xmen, (PC, Commodore 64); The Punisher, (PC); Xmen II, (PC); Megatraveller, (PC, Amiga); Millenium, (PC, Amiga); The Amazing Spiderman, (PC, Amiga)
Steve Suhy education
-
University Of Pittsburgh
Frequently asked questions about Steve Suhy
Quick answers generated from the profile data available on this page.
What company does Steve Suhy work for?
Steve Suhy works for Series Entertainment.
What is Steve Suhy's role at Series Entertainment?
Steve Suhy is listed as Art Director at Series Entertainment.
What is Steve Suhy's email address?
AeroLeads has found 1 work email signal at @ea.com for Steve Suhy at Series Entertainment.
What is Steve Suhy's phone number?
AeroLeads has found 7 phone signal(s) with area code 425, 925, 206 for Steve Suhy at Series Entertainment.
Where is Steve Suhy based?
Steve Suhy is based in Sammamish, Washington, United States while working with Series Entertainment.
What companies has Steve Suhy worked for?
Steve Suhy has worked for Series Entertainment, Ripple Effect Studios, Illfonic, Intercept Games, and Authordigital.
How can I contact Steve Suhy?
You can use AeroLeads to view verified contact signals for Steve Suhy at Series Entertainment, including work email, phone, and LinkedIn data when available.
What schools did Steve Suhy attend?
Steve Suhy holds B.A., Studio Arts, Minor In Computer Science & English Literature from University Of Pittsburgh.
What skills is Steve Suhy known for?
Steve Suhy is listed with skills including Art Direction, Ps3, Xbox 360, Social Games, Conceptual Art, World Building, Modeling, and Texturing.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trial