Steve Suhy

Steve Suhy Email and Phone Number

Art Director @ Series Entertainment
Sammamish, WA, US
Steve Suhy's Location
Sammamish, Washington, United States, United States
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/

Steve Suhy's Current Company Details
Series Entertainment

Series Entertainment

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Art Director
Sammamish, WA, US
Steve Suhy Work Experience Details
  • Series Entertainment
    Art Director
    Series Entertainment
    Sammamish, Wa, Us
  • Ripple Effect Studios
    Art Director
    Ripple Effect Studios Dec 2022 - Present
    Marina Del Rey, Ca, Us
  • Illfonic
    Art Director
    Illfonic Jan 2022 - Dec 2022
    Golden, Colorado, Us
    . 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
  • Intercept Games
    Lead Artist
    Intercept Games Dec 2020 - Jan 2022
    Seattle, Wa, Us
    "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.
  • Authordigital
    Art Director
    Authordigital Aug 2019 - Dec 2020
    Us
    . 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.
  • Amazon
    Principal Art Director, Imaging Sciences
    Amazon Mar 2019 - Aug 2019
    Seattle, Wa, Us
    . Establishment of Official Quality Standards for Amazon’s 3D content Library.
  • Amazon
    Principal Art Director, Aws Sumerian, Mixed Reality
    Amazon Jun 2017 - Mar 2019
    Seattle, Wa, Us
    . 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.
  • Amazon
    Acquisitions Art Director, Education
    Amazon Feb 2016 - Jun 2017
    Seattle, Wa, Us
    . 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
  • Amazon
    Sr. Product Manager, Visuals
    Amazon Dec 2014 - Feb 2016
    Seattle, Wa, Us
    . 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.
  • Amazon
    Publishing Art Director
    Amazon Jun 2013 - Dec 2014
    Seattle, Wa, Us
    "ToFu Fury", "Saber’s Edge"*, "'Til Morning’s Light"*, "Tales From Deep Space"*, "Lost Within"*, "Minecraft" (FireTV) (* “Editor’s Choice*” ios mobile titles)
  • Amazon
    Studio Art Director, Amazon Games Studio
    Amazon Jul 2011 - Jun 2013
    Seattle, Wa, Us
    “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).
  • Zipper Interactive
    Technical Art Director
    Zipper Interactive Oct 2008 - May 2011
    Us
    "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.
  • Sierra Online
    Studio Art Director
    Sierra Online Jan 2006 - Sep 2008
    Us
    "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.
  • Surreal Software
    Art Director
    Surreal Software Sep 2005 - Jan 2006
    Seattle, Wa, Us
  • Microsoft Games Studios
    Lead Artist, Discipline Lead
    Microsoft Games Studios Oct 2001 - Sep 2005
    Redmond, Washington, Us
    Lead Artist: "Mechwarrior 5" (PC)Lead Character Artist: "Shadowrun", (Xbox 360)Lead Environment Artist: Unannounced/Unreleased, (Xbox)
  • Electronic Arts Seattle
    Art Director, Vehicle Lead
    Electronic Arts Seattle Jan 1997 - Oct 2001
    Redwood City, Ca, Us
    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)
  • Crystal Dynamics
    Animator, 3D Artist, Concept Artist
    Crystal Dynamics Apr 1994 - Jan 1997
    San Mateo, Ca, Us
    Animator: "Gex", (3DO); "Blazing Dragons", (Sony PSX)3D Artist: "Solar Eclipse", (Sega Saturn)Concept/3D Artist: "Akuji the Heartless", (Sony PSX); "Whiplash" (PS2)
  • Electronic Arts
    Lead Artist, Artist/Animator
    Electronic Arts Aug 1992 - Apr 1994
    Redwood City, Ca, Us
    Lead Artist/Animator: "Mutant League Hockey", (Sega Genesis); "Mutant League Basketball" (unreleased), (Sega Genesis)Artist: "Mutant League Football", (Sega Genesis); "PGA 486 Golf", (PC)
  • Microprose (Paragon Software)
    Lead Artist, Artist, Animator
    Microprose (Paragon Software) Feb 1989 - Sep 1991
    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 Skills

Art Direction Ps3 Xbox 360 Social Games Conceptual Art World Building Modeling Texturing Character Post Production Special Effects Lighting Maya Softimage Game Development Video Games Computer Games Mobile Games Mmo Console Graphics Entertainment Illustration 3d Modeling Multiplayer Xbox Art Concept Art

Steve Suhy Education Details

  • University Of Pittsburgh
    University Of Pittsburgh
    Minor In Computer Science & English Literature

Frequently Asked Questions about Steve Suhy

What company does Steve Suhy work for?

Steve Suhy works for Series Entertainment

What is Steve Suhy's role at the current company?

Steve Suhy's current role is Art Director.

What is Steve Suhy's email address?

Steve Suhy's email address is s.****@****zon.net

What is Steve Suhy's direct phone number?

Steve Suhy's direct phone number is +142583*****

What schools did Steve Suhy attend?

Steve Suhy attended University Of Pittsburgh.

What skills is Steve Suhy known for?

Steve Suhy has skills like Art Direction, Ps3, Xbox 360, Social Games, Conceptual Art, World Building, Modeling, Texturing, Character, Post Production, Special Effects, Lighting.

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