Steve Theodore
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Steve Theodore Email & Phone Number

Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member at Visual Effects Society
Location: Seattle, Washington, United States 13 work roles 4 schools
1 work email found @theodox.com LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

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Current company
Role
Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member
Location
Seattle, Washington, United States

Who is Steve Theodore? Overview

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Steve Theodore is listed as Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member at Visual Effects Society, based in Seattle, Washington, United States. AeroLeads shows a work email signal at theodox.com and a matched LinkedIn profile for Steve Theodore.

Steve Theodore previously worked as Procedural Tech Art Lead at Santa Monica Studio and Sr. Technical Art Manager at Unity Technologies. Steve Theodore holds Ma, Roman History from Brown University.

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Email format at Visual Effects Society

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{first}@theodox.com
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Profile bio

About Steve Theodore

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.

Listed skills include Video Games, Game Development, Maya, Animation, and 32 others.

Current workplace

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Visual Effects Society
Visual Effects Society
Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member
Seattle, WA, US
AeroLeads page
13 roles · 32 years

Steve Theodore work experience

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

Procedural Tech Art Lead

Current

Los Angeles, California, Us

Dec 2024 - Present

Sr. Technical Art Manager

Current

San Francisco, Us

I 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.

Oct 2020 - Present

President

Current
Technical Artists Forum

Helped to incorporate the Technical Artists Forum, an umbrella group which hosts websites, online chat, and community events for technical artists.

Sep 2018 - Present

Technical Art Director

Seattle, Wa, Us

I 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++

Feb 2010 - Aug 2020

Contributing Editor / Columnist

Us

I 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.

Nov 2003 - Jul 2013

Game Pipeline Consulting

Chimera Factory

Consulting services for game developers, particularly art tools, asset pipelines, workflow upgrades and new feature development.

Aug 2009 - Aug 2010

Technical Director

Bellevue, 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

Jan 2007 - Nov 2009

Co-Founder

Giant Bite, Inc.

Created 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.

Feb 2006 - Dec 2006

Art Technical Manager

Us

* 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

Aug 2004 - Feb 2006

Research Artist

Rad Game Tools

R&D work on the Granny animation middleware system; customer support and education; also did all the graphic identity work for the comapny

Mar 2002 - Aug 2004

Artist / Animator

Bellevue, Wa, Us

Titles:Half Life, Team Fortress Classic, Team Fortress II, Counterstrike Also: Community support, R&D

1997 - 2002 ~5 yrs

Artist

Fasa Interactive

Modeling and animating Mechs

1995 - 1997 ~2 yrs
4 education records

Steve Theodore education

Ma, Roman History

Brown University

Ba, Classic

Williams College

Education record

Harrison High School

Education record

Harrison High School
FAQ

Frequently asked questions about Steve Theodore

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

What company does Steve Theodore work for?

Steve Theodore works for Visual Effects Society.

What is Steve Theodore's role at Visual Effects Society?

Steve Theodore is listed as Procedural Tech Art Lead, Santa Monica Studio | Tech-artists.org | VES member at Visual Effects Society.

What is Steve Theodore's email address?

AeroLeads has found 1 work email signal at @theodox.com for Steve Theodore at Visual Effects Society.

Where is Steve Theodore based?

Steve Theodore is based in Seattle, Washington, United States while working with Visual Effects Society.

What companies has Steve Theodore worked for?

Steve Theodore has worked for Visual Effects Society, Santa Monica Studio, Unity Technologies, Technical Artists Forum, and Undead Labs.

How can I contact Steve Theodore?

You can use AeroLeads to view verified contact signals for Steve Theodore at Visual Effects Society, including work email, phone, and LinkedIn data when available.

What schools did Steve Theodore attend?

Steve Theodore holds Ma, Roman History from Brown University.

What skills is Steve Theodore known for?

Steve Theodore is listed with skills including Video Games, Game Development, Maya, Animation, Xbox 360, Console, Game Design, and Scripting.

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