My experience is across games and animation industries, where I have learned different pipes and adapted my proficiencies. For four years I have been working in production management on daytime, while during the night I managed to do the Game Design of my game "Tiebreakers" with the team I built.As a Game Designer, I am gameplay-focused with a love for designing responsive controls and highly satisfying game experiences with consistency and depth.
-
Game Designer And Co-FounderTiecorp StudioLille, Fr -
Concepteur De JeuxIndépendant Jul 2019 - Jun 2024Working on my game Tiebreakers. Handling Game design, 3C, Game Direction, UI, Team Management.
-
Production CoordinatorMikros Animation Dec 2022 - May 2023Montréal, Québec, CanadaWorking on TMNT: Mutant Mayhem. -
Production CoordinatorFortiche Production Jan 2021 - Jun 2022Ville De Paris, Île-De-France, FranceAfter 1 year I was left on my own as a Coordinator for my departements. Then for Season 2 I switched to a new department : I coordinated the Fix Anim (technical animators). I learnt many things about the junction between animators and tech animators, and it allowed me to have a better overview of Fortiche's pipe.My role:► Daily Tracking with the supervisors and the teammates to remove blockers and keep a constant production flow► Creating Spreadsheets documents to do a precise… Show more After 1 year I was left on my own as a Coordinator for my departements. Then for Season 2 I switched to a new department : I coordinated the Fix Anim (technical animators). I learnt many things about the junction between animators and tech animators, and it allowed me to have a better overview of Fortiche's pipe.My role:► Daily Tracking with the supervisors and the teammates to remove blockers and keep a constant production flow► Creating Spreadsheets documents to do a precise follow-up of the planning and the quotas► Monitoring brief meetings► Communicating with the Final Image department and the Anim to make sure we have everything on time for the next departments► Managing Shotgrid pages and widgets to make it the most comfortable for my teammates► Follow-up and update of the shots in the render farm Show less -
Production AssistantFortiche Production Jan 2020 - Dec 2020ParisWorking on Arcane, a League of Legends animated series in collaboration with Riot Games. In the Final Image department, I started as an assistant by working with FX (2D + 3D) and helping CFX. Then I got to be fully focused on FX as a coordinator.Coming from games industry, I quickly adapted my skills to learn from Animation movies pipelines. I strive to be always at the service of my talented teammates to help them making the best possible series.My role: ► Daily… Show more Working on Arcane, a League of Legends animated series in collaboration with Riot Games. In the Final Image department, I started as an assistant by working with FX (2D + 3D) and helping CFX. Then I got to be fully focused on FX as a coordinator.Coming from games industry, I quickly adapted my skills to learn from Animation movies pipelines. I strive to be always at the service of my talented teammates to help them making the best possible series.My role: ► Daily Tracking with the supervisors and the teammates to remove blockers and keep a constant production flow► Assigning shots with the supervisor by respecting art style of the team members and their production pace► Monitoring brief and review meetings► Taking notes and summarizing them for the teammates and the other departments► Communicating with other departements to answer requests or solving our own problems► Designed various documents templates to make the written communication easier► HR follow-up for the newcomers in our team Show less -
Assistant ProducerUbisoft Montpellier Jun 2019 - Dec 2019Région De Montpellier, FranceWorking at the cinematics team of Ubisoft Montpellier was helpful to learn from the cinematics processes by working with a team mostly focused on art and technical skills. The facilitator approach of the producer’s work was also very important. Ensuring that your team members have everything they need, and assisting them in their tasks and resolve blockers. My role:► Coordinating communication between international Ubisoft studios► Follow up of cinematics progress through… Show more Working at the cinematics team of Ubisoft Montpellier was helpful to learn from the cinematics processes by working with a team mostly focused on art and technical skills. The facilitator approach of the producer’s work was also very important. Ensuring that your team members have everything they need, and assisting them in their tasks and resolve blockers. My role:► Coordinating communication between international Ubisoft studios► Follow up of cinematics progress through the whole team (Lighting, Anim, Scripting, VFX, Props, Engineering, Audio…)► Setting up production documents and pipelines for new cinematics processes within the studio► Supporting the team, acting as a facilitator to remove blockers and work within the best conditions possible► Monitoring JIRA tasks on a daily basis► Scheduling milestones and tracking down team workflow Show less -
Game DesignerThe Game Bakers Jun 2018 - Sep 2018MontpellierI had the opportunity to work on Haven as a versatile Game Designer, handling several aspects of the production. Thanks to this first professional experience I learnt a lot on workflow processes and on the elaboration of a creative game vision.My role:► Distribution of Level design elements through the levels, finding a pace between the existing maps in the game► Prototypes by using the mechanics and the Level design elements in the game with a gut-feeling approach► Game… Show more I had the opportunity to work on Haven as a versatile Game Designer, handling several aspects of the production. Thanks to this first professional experience I learnt a lot on workflow processes and on the elaboration of a creative game vision.My role:► Distribution of Level design elements through the levels, finding a pace between the existing maps in the game► Prototypes by using the mechanics and the Level design elements in the game with a gut-feeling approach► Game Design and sign & feedback reviews► Elaboration of documents with sheets and slides for various fields (localization, test plan, design...)► Tasks and team follow-up on a weekly basis Show less -
Producer & DesignerSubscribe & Punch! Jan 2016 - Aug 2018ValenciennesI worked on Subscribe & Punch! for a few years aside from my school courses, an accessible versus fighting game based on the wacky YouTubers universe. We released a free demo on Steam and we launched a Kickstarter.My role:► Management and coordination of the development between our 10-people multi-cultural team► Development of various gameplay features & interfaces, I’m making the game juicer► Design of the combat systems and the game experience► Video trailers… Show more I worked on Subscribe & Punch! for a few years aside from my school courses, an accessible versus fighting game based on the wacky YouTubers universe. We released a free demo on Steam and we launched a Kickstarter.My role:► Management and coordination of the development between our 10-people multi-cultural team► Development of various gameplay features & interfaces, I’m making the game juicer► Design of the combat systems and the game experience► Video trailers editing, managing communication & marketing► Business development with companies (presenting pitch decks to publishers that contacted us, organizing cross-overs...) Show less
-
Game DesignerAgooloo Studios Jun 2015 - Sep 2015Région De Paris, FranceI did an internship of 4 months at Agooloo at the end of my first year at the school Supinfogame. Agooloo is a tiny mobile games company based in Paris. My role:► QA & Game-Design on the game Soccer Dash Adventure► Various game concepts for the upcoming games► Presentation of the Agooloo games at the event "Indie Games Play" in Paris
-
Editor, BloggerGamrrage Sep 2012 - Aug 2015I worked on a website of my own for a few years. This was a good experience to understand work relationships between journalists/bloggers and Press Relations.My role:► Contact with International PR (2K, Bandai Namco, Cosmocover, Playstation, Ubisoft, VPCOM...)► Writing of games' narrative analyzes (Alien Isolation, Quantum Break...) and various reviews on games and movies
Tom Kurcz Skills
Frequently Asked Questions about Tom Kurcz
What company does Tom Kurcz work for?
Tom Kurcz works for Tiecorp Studio
What is Tom Kurcz's role at the current company?
Tom Kurcz's current role is Game Designer and Co-founder.
What schools did Tom Kurcz attend?
Tom Kurcz attended Rubika, P. Hazard.
What skills is Tom Kurcz known for?
Tom Kurcz has skills like Conception De Jeux, Game Design, Producing, Storytelling, Project Management, Unreal Engine 4, Unity3d, Twine, Conception Des Niveaux De Jeu, Adobe Photoshop, Video Games, Microsoft Office.
Not the Tom Kurcz you were looking for?
-
1nice.com
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial