Steve Theodore Email and Phone Number
Steve Theodore work email
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Steve Theodore personal email
Veteran tech artist and tech-art leader with 30 years experience in animation and 25 in the games industry. My shipped titles include Mech Commander, Half Life, Team Fortress Classic, Counter-Strike, SOCOM 3, and Halo 3, and most the recently State of Decay series. I was the art editor at Game Developer magazine for 10 years, where I did the regular "Pixel Pusher" art column. I'm a regular speaker at game development events in the US, Europe and Japan. I’m also the founder of the Technical Art Forum, the largest professional association for tech artists.At Unity my team contributes to the design and refinement of the world's most-used game engine. We cover the entire spectrum of content from animation to graphics to world creation while also creating interactive demos for new features and workflows. I've been lucky enough to work across all of the major tech art disciplines and there's nothing I love more than finding new ways to outsmart all the obstacles which stand between artists and their self-expression.
Visual Effects Society
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Visual Effects SocietySeattle, Wa, Us -
Procedural Tech Art LeadSanta Monica Studio Dec 2024 - PresentLos Angeles, California, Us -
Sr. Technical Art ManagerUnity Technologies Oct 2020 - PresentSan Francisco, UsI help enable the technical art teams inside of Unity's R&D division. We provide the user voice that connects engineering to real-world production problems, we validate new technologies in production, and we push Unity to its limits to inspire our users. OThe team includes technical artists across all the major TA disciplines, from animation to graphics to tools development. We have TAs in the US, Canada, UK, Denmark and France. We have also delivered demos such as the showcase for Unity's URP renderer and Apple's Vision Pro. -
PresidentTechnical Artists Forum Sep 2018 - PresentHelped to incorporate the Technical Artists Forum, an umbrella group which hosts websites, online chat, and community events for technical artists.
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Technical Art DirectorUndead Labs Feb 2010 - Aug 2020Seattle, Wa, UsI built the tech art department at Undead Labs from scratch (our very first lines of code were written on my laptop before we had funding or salaries!). Together we shipped three games in ten years: the breakout hit State of Decay, which we were able to make with only 22 people; Moonrise, an iOS title; and State of Decay 2 using the Unreal Engine and a team of 55. Our investments in tooling and engine modifications enabled us to ship a big open world game as an Xbox1X launch title with a small team. Along the way I covered both the business side -- dealing with vendors and publishers -- and the tech side, writing shader and engine code in HLSL and C++ -
Contributing Editor / ColumnistGame Developer Magazine Nov 2003 - Jul 2013UsI wrote the monthly 'Pixel Pusher' column for Game Developer for a decade. I covered the technical, social and artistic issues that face working artists in the games industry. -
Game Pipeline ConsultingChimera Factory Aug 2009 - Aug 2010Consulting services for game developers, particularly art tools, asset pipelines, workflow upgrades and new feature development.
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Technical DirectorBungie Jan 2007 - Nov 2009Bellevue, Wa, Us* Helping to develop new authoring tools for groundbreaking game content* Keeping the existing tools pipeline running efficiently* Researching new graphics tech and helping to evangelize it within the team* Training and education for artists -
Co-FounderGiant Bite, Inc. Feb 2006 - Dec 2006Created complete art bible for a nextGen online console title. Design included 3 player races, a complete alien environment, cultural background, and product-level design goals.Built prototype art pipeline, including Maya exporter, materials system, and MEL scripting infrastructureDesigned, modeled, textured and animated proof-of-concept art with shaders and physics supportPitched project to over 20 publishers, up to CEO level. Produced supporting presentation materials.Created schedules and asset tracking system for projected 18 person art team.Negotiated and supervised contracts with external vendors.
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Art Technical ManagerZipper Interactive Aug 2004 - Feb 2006Us* Designed the pipeline and art infrastructure for Zipper's flagship next gen project, including a world editor, character pipeline, and process automation.* Set the scope and direction for graphics technology investments and systems* Planned personnel and resource allocations for the project* Recruited key art staff* Produced next gen demo art -
Research ArtistRad Game Tools Mar 2002 - Aug 2004R&D work on the Granny animation middleware system; customer support and education; also did all the graphic identity work for the comapny
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Artist / AnimatorValve 1997 - 2002Bellevue, Wa, UsTitles:Half Life, Team Fortress Classic, Team Fortress II, Counterstrike Also: Community support, R&D -
ArtistFasa Interactive 1995 - 1997Modeling and animating Mechs
Steve Theodore Skills
Steve Theodore Education Details
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Brown UniversityRoman History -
Williams CollegeClassic -
Harrison High School -
Harrison High School
Frequently Asked Questions about Steve Theodore
What company does Steve Theodore work for?
Steve Theodore works for Visual Effects Society
What is Steve Theodore's role at the current company?
Steve Theodore's current role is Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member.
What is Steve Theodore's email address?
Steve Theodore's email address is st****@****dox.com
What schools did Steve Theodore attend?
Steve Theodore attended Brown University, Williams College, Harrison High School, Harrison High School.
What are some of Steve Theodore's interests?
Steve Theodore has interest in Poverty Alleviation, Children, Education, Economic Empowerment.
What skills is Steve Theodore known for?
Steve Theodore has skills like Video Games, Game Development, Maya, Animation, Xbox 360, Console, Game Design, Scripting, Character Animation, Computer Games, Gameplay, Mel.
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