Terry Smith

Terry Smith Email and Phone Number

President/CEO; Terry Smith Creations @ Warner Bros. Discovery
Terry Smith's Location
San Francisco Bay Area, United States
About Terry Smith

Accomplished executive and creative director with over 35 years of experience in providing leadership, management, and creative direction to companies in professional sports, entertainment, and gaming. Results-oriented, decisive leader with proven success with high profile companies and start-up companies in intellectual property creation and development, branding, product development, strategic marketing planning, and assessing and recruiting creative talent. Track record of increasing revenue, expanding market presence, and improving productivity through innovation, creativity and management style.

Terry Smith's Current Company Details
Warner Bros. Discovery

Warner Bros. Discovery

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President/CEO; Terry Smith Creations
Terry Smith Work Experience Details
  • Warner Bros. Discovery
    Group Art Director
    Warner Bros. Discovery Aug 2021 - Present
    San Francisco Bay Area / Los Angeles
  • Tsc
    President
    Tsc 1981 - Present
    Founder and president of the innovative creative services company that caters to a wide range of clientele. Specializing in sports, entertainment, and gaming, the company boasts a wide range of capabilities that include original IP development, writing, design and illustration, modeling, animation, strategic planning and implementation, creative marketing, and production and manufacturing.Key Achievements• Created the iconic San Jose Sharks logo and uniforms for the NHL franchise that set sales records world-wide and established the organization as a perennial top seller in sports merchandise.• Headed the creative IP, character, and game art direction development for God of War franchise for Sony Computer Entertainment that has since become a staple franchise for Sony and their Play Station platform.• Created multiple products for Fleer Corp. trading card company including the unique Pro Vison insert card series that helped spearhead the trend of “chase cards” in the collectible card market.• Entered into an IP creation deal with Universal Studios to create content for television and film.
  • Interactive Play Technologies
    Ceo/Creative Director
    Interactive Play Technologies 2016 - Present
    San Francisco Bay Area
    Founder and CEO of the technology company and creative services company that combine both disciplines to creating products that merge real world goods and virtual goods through RFID and NFC technology in mobile devices. IPT focuses on sports, entertainment, and gaming clients. The company boasts a wide range of capabilities that include original IP development, writing, design and illustration, modeling, animation, strategic planning and implementation, creative marketing, and production and manufacturing.Key Achievements• Established licensing arrangements for products with the National Basketball Association, The National Basketball Players Association, and NBALABS• Launched the Small-Stars brand of collectible figurines featuring NBA players in to the market. Products featured RFID/NFC technology to connect real world player collectibles to virtual world players,
  • Toy U (Dba Toy Genius)
    Ceo, President
    Toy U (Dba Toy Genius) 2013 - Present
    San Francisco Bay Area
    Founder and president of the tech company that specializes in creating products that connect to mobile phones and tablets using RFID tags and the NFC feature on the devices. Responsibilities include overseeing every aspect of creation and production of the physical goods (i.e. toys, cards, collectibles, etc..) from inception to manufacturing as well as the creation and development of the mobile apps that allow the products to come to life in the virtual world on the screens of mobile phones and tablets to inform, educate, and entertain.Key Achievements• Created unique content and functionality for using RFID tags to connect to mobile devices using NFC feature • Created working prototypes demonstrating innovative applications and functionality for using NFC in mobile gaming • Assembled and led a team of young inexperienced engineers and artist to push the limits of creative uses for mobile device scanning technology
  • University Of California, Santa Cruz - Jack Baskin School Of Engineering
    Lecturer
    University Of California, Santa Cruz - Jack Baskin School Of Engineering 2020 - Present
    Lectured and taught advanced courses in the Games and Playable Media department of the Baskin School of Engineering. Responsibilities included instructing students on the “business” of developing games and interactive entertainment and media. This included working with the students to advance their skills and industry knowledge required to earn a living as a professional in the games industry. This includes assisting the students in completing their final projects and preparing them for the interview processes they will be subject to from prospective companies.
  • Zynga
    Art Director/Creative Director
    Zynga 2015 - 2016
    San Francisco Bay Area
    Brought in to help create original IP in the mobile gaming space and raise visual quality of all company products. Company responsibilities included evaluating and hiring talent, creating, directing, and overseeing production of new products and titles, mentoring up-and-coming game designers, producers and artists. Individual product responsibilities included providing creative direction and art direction.Key Achievements• Established new creative processes to design and make mobile games within the company• Introduced new processes to raise the bar on the visual and creative execution of the company’s products
  • Electronic Arts (Ea)
    Senior Director Of Art Production
    Electronic Arts (Ea) 2006 - 2012
    San Francisco Bay Area
    Assisted in the creation and launch of new IP and products for new gaming platforms. Responsibilities included overseeing all art production and scheduling, evaluating, hiring, and managing art teams (concept artist, modelers, animators, lighters, etc.), providing creative direction for all in-game assets, marketing material, and packaging, overseeing and managing all external art resources and art assets, working with game designers to properly implement game play vision, working with engineering group to determine technical limitations, requirements and challenges, working with sound engineers and musicians to create proper audio elements. The ultimate responsibility, insuring quality products looked good and shipped on time.Key Achievements• Developed and introduced new ways to improve visuals on Nintendo Wii platform• Created a new character customization system for the Sims that significantly improved the ability to create ethnicity• Launched the My Sims franchise for Maxis Studio on multiple platforms
  • Z-Axis
    Senior Art Director
    Z-Axis 2005 - 2006
    San Francisco Bay Area
    Joined the company to improve the quality of their superhero products. Company responsibilities included evaluating existing internal artist and working with producer to assemble a new team to create future products. Required the recruiting, negotiating, and hiring of artists, engineers, and game designers. Also required the introduction and implementation of organizational changes to increase productivity, quality, and morale of studio. Project responsibilities included creative direction, art direction, and team management.Key Achievements• Created innovative art tech uses of the “Unreal” engine to create life-like exterior environments• Created innovative system and UI for adjusting body type and facial features during character customization• Introduced new character and environment creation and development processes into the studio
  • Sony Computer Entertainment America Llc
    Art Director
    Sony Computer Entertainment America Llc 2003 - 2004
    Santa Monica, California, United States
    Brought in by the studio to art direct new IP product development. The initial project required reinvention and rejuvenation of the Greek mythology genre in gaming. Initial responsibilities included improving the communication between designers, engineers, and artists, and changing the creative direction of the characters, environments, and overall look and feel of the product. To accomplish this required managing relationships between lead designers, new artist and existing artists, and introducing new story and visual elements to the initial concept. Review of the technical limitation and requirements to adapt a “racing” game engine to a third person action adventure product also presented numerous management challenges with the engineering team. Once the task of ensuring the entire team (artist, engineers, designers, etc.) shared a united vision, my project responsibilities centered on art direction, animation direction, camera direction and cinematography, special effects, lighting, and UI design.Key Achievements• Successfully reinvented an existing genre in video games• Successfully created and launched an award-winning new franchise for a major game studio• Successfully introduced new processes in design philosophy, production pipeline and team building strategies to the studio
  • Electronic Arts (Ea)
    Senior Director Of Art Production
    Electronic Arts (Ea) 1999 - 2002
    San Francisco Bay Area
    Hired by company to create new IP for the studio, establish new art production pipelines, and create a new system to evaluate, improve, and empower the existing artist community at the studio. Studio responsibilities included studio wide evaluation of all art teams, refining individual artist evaluation process, redistributing art talent, and introducing new processes in character, and environment art development during concept and production. Individual product responsibilities included assembling team, creative direction, art direction, artist management, and art production and scheduling management.Key Achievements• Successfully established initial art direction and launch American McGee’s Alice• Successfully improved the processes and environment to create and introduce new IP at the studio• Successfully created new IP to expand business opportunities and revenue• Successfully licensed new IP to movie studios and toy companies
  • Universal Studios Hollywood
    Producer/Ip Development
    Universal Studios Hollywood 1995 - 1997
    Signed development deal with studio to create television and film projects. Optioned multiple properties to studio for development as animated series. Deal required property development, writing, character and environment design, and overseeing television, film, and video game concept development presentations.Key Achievements• Optioned multiple properties to major studio for television and film• Acquired experience and knowledge of inner working and production processes of a major film studio
  • San Jose State University
    Teacher/Lecturer
    San Jose State University 1990 - 1997
    San Jose, California, United States
    Taught advanced courses in children’s book illustration and portfolio preparation and presentation to upper level art students. Responsibilities included instructing students on the “business” of art, teaching the practices required to make a living as an artist, and assisting students in creating their portfolios for submission to prospective companies. Key Achievements• Successfully helped numerous students achieve their career goals of finding good art related jobs• Established working relationships and internships for students with Bay Area companies

Terry Smith Education Details

Frequently Asked Questions about Terry Smith

What company does Terry Smith work for?

Terry Smith works for Warner Bros. Discovery

What is Terry Smith's role at the current company?

Terry Smith's current role is President/CEO; Terry Smith Creations.

What schools did Terry Smith attend?

Terry Smith attended Stanford University.

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