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Proven creative leader crafting AAA FPS live service seasons with large multi-disciplinary teams for millions of players. Over 18 years of experience in AAA games.I'm currently a Senior Design Lead at Bungie where I serve as a Creative Lead for Destiny 2 driving vision for half of the upcoming Frontiers releases. I most recently led Into the Light and the Season of the Wish. Prior I was part of the leadership team for Destiny 2 Seasonal Content (Seasons 7, 9, 11, 13, 14, 30th, 17, 19, 21, 23). And over the past 12+ years I have made broad contributions to the Destiny Franchise.Specialties: Creative Direction, Product Design, GaaS / SaaS, Presenter & Spokesperson, Design Manager & Mentor, Mission & Level Design, Progression Design, Scripting, Production Pipeline, Agile DevelopmentCredits:Destiny 2 Releases:Upcoming SeasonsInto the LightWishDeepSeraphHaunted30th AnniversarySplicerChosenArrivalsDawnOpulenceForsaken: Dreaming CityD2 LaunchGames:Destiny 2DestinyF3ARTony Hawk RideSpider-Man 3
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Creative LeadBungieBellevue, Wa, Us -
Industry AdvisorPurdue Polytechnic Institute Nov 2023 - PresentWest Lafayette, In, UsI’m very grateful to have been invited to join the Industrial Advisory Council for the Computer Graphics and Technology Department at Purdue Polytechnic Institute. The role of the council is to provide input on curriculum, meet with faculty to discuss emerging issues, and to converse with students in open forum. -
Creative LeadBungie Sep 2020 - PresentBellevue, Wa, UsDefined and drove the product creative vision for Destiny 2: Into the Light, Season of the Wish, Season of the Deep, Season of the Seraph, Season of the Splicer, the 30th Anniversary Event, Season of the Haunted, and more to be announced content. Collaborated closely with leads, and ICs to realize that vision on time and at quality while fully remote. -
Design LeadBungie Oct 2019 - Sep 2020Bellevue, Wa, UsI led seasonal teams in all executional work for Seasons 9, 11, and the first half of 13 (Dawn, Arrivals, and Chosen). -
Feature LeadBungie Aug 2018 - Oct 2019Bellevue, Wa, UsOn the Live Team as a product owner, I led the team tasked with redesigning the Dawning holiday event. After it’s success, I moved to the newly formed Seasons team as a Design / Feature Lead where I contributed to Season 7, Season of Opulence. -
Senior DesignerBungie Sep 2014 - Aug 2018Bellevue, Wa, UsAs a Product Owner / Design Lead on Destiny 2, I led the Prologue Team responsible for the opening 2-3 hours of the game and designed the introductory mission, Homecoming. I mentored two Mission Designers and supported them in their work, and I collaborated broadly with just about every team in the studio.Next I moved onto Forsaken as a Product Owner once more, where I and two others pitched a re-envisioned Dreaming City to leadership. When work began, I co-designed the overall 3 week ritual loop with Narrative as well as associated Triumphs/Title, collaborated with World Art on the macro destination design, blocked out the introductory area and mission where players first experience Dreaming City, and worked with tech design / VFX on the ascendant realm and curse cycle content. I also guided 5+ designers in their work on the 3 weekly missions, the ascendant challenges, the dungeon, secrets and much more. I also worked closely with leadership and production to manage the overall scope of the release. -
World DesignerBungie Jan 2012 - Sep 2014Bellevue, Wa, UsAs a World Designer on Destiny 1, I worked on the Moon, Mars, and the related Open World and Mission content. I also redesigned the introductory mission, a Guardian Rises, into its shipping form. -
Level And System DesignerDay 1 Studios Feb 2010 - Dec 2011Chicago, Illinois, UsInitially at Day 1, I filled the role of Level Designer, working with a team of artists and programmers to implement the first two campaign levels for F.3.A.R. - Prison and Sewers. I also coordinated our weapon audio shoots. For the next project, I transitioned into System Design where I focused on weaponry, sniper combat, and a number of supporting features. -
Game And Level DesignerRobomodo Inc Jan 2008 - Feb 2010Chicago, Il, UsI was responsible for the design of five levels and the associated game play challenges for Tony Hawk RIDE. -
Assistant Producer - LevelsElectronic Arts Chicago May 2007 - Nov 2007Redwood City, Ca, UsAs an Assistant Producer working on environments for a next-gen Marvel Fighting Game, I designed and gray boxed levels using XSI then worked with a team of artists and programmers to implement them. I also directed motion capture at EAC for a number of our characters. Finally, I assisted other producers and artists with many aspects of their work such as character combat designs, environment pipeline, collision generation, data design, character spawns, navigation graphs, and prop placement. -
Game Design Scripter - MissionsVicarious Vision - Activision May 2006 - Apr 2007I designed and implemented Story Missions for Spider-Man 3 on the Wii and PS2.
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Teaching Assistant / Lab InstructorPurdue University Aug 2004 - May 2006West Lafayette, In, UsTaught lab for Digital Lighting and Rendering as well as Web Development during my time as a TA at Purdue. -
Student Volunteer CommitteeSiggraph 2004 - 2005New York, UsI directly contributed to pre-conference planning and onsite management of the 2004/2005 SIGGRAPH Student Volunteer Program with Ronald Glotzbach and committee. We reviewed over 1300 student applications before selecting Team Leaders and Student Volunteers. I directed team leaders and student volunteers in day to day activities of the conference. -
Student Volunteer Team LeaderSiggraph 2003 - 2003New York, UsAs a Student Volunteer Team Leader I helped to run Vortechs, as well as performing human resource management by managing nearly 200 students. Over the course of the week, I performed these duties. Managed Schedules, directed, supervised, and trained volunteers, acted as part of the technical team for the venue itself, contributed creative content, re-designed content to meet changing onsite technical limitations, supervised the install and tear down crew, oversaw emergency response and follow-up for injured attendees onsite, and responded to dynamically changing environment to keep the venue operational and successful when attendance fluctuated from a few hundred to 7000 during the reception. -
Student VolunteerSiggraph 2001 - 2002New York, UsSIGGRAPH is a conference held annually that draws around 40,000 Computer Graphics professionals and students. As a student volunteer I assisted with the day to day operations of the conference and participated in creative and technical brainstorming and planning sessions with SIGGRAPH venue chairs to create a new entertainment venue, Vortechs, for the 2003 conference.
Tom Farnsworth Skills
Tom Farnsworth Education Details
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Purdue UniversityApplied Computer Graphics -
Purdue UniversityComputer Graphics And Animation
Frequently Asked Questions about Tom Farnsworth
What company does Tom Farnsworth work for?
Tom Farnsworth works for Bungie
What is Tom Farnsworth's role at the current company?
Tom Farnsworth's current role is Creative Lead.
What is Tom Farnsworth's email address?
Tom Farnsworth's email address is to****@****ail.com
What is Tom Farnsworth's direct phone number?
Tom Farnsworth's direct phone number is +121962*****
What schools did Tom Farnsworth attend?
Tom Farnsworth attended Purdue University, Purdue University.
What are some of Tom Farnsworth's interests?
Tom Farnsworth has interest in To Mmorpgs, Occasionally Workout, Lineage, Or Camping, Go Fishing, Read, I Enjoy Games From All Genres, Cook, Make Web Sites, Of Course.
What skills is Tom Farnsworth known for?
Tom Farnsworth has skills like Game Development, Game Design, Level Design, Scripting, Gameplay, Xbox 360, Ps3, Lighting, Photoshop, Computer Graphics, System Design, 3d Studio Max.
Who are Tom Farnsworth's colleagues?
Tom Farnsworth's colleagues are Kurt Nellis, Steven Spreegal, Virginia Barajas, Dustin Thaxton, Fede Moreno, Anna Sambursky, Alberto Garcia.
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