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As Chief Product Officer of Tafi and Daz3D, Ty oversees a dynamic team in a multinational organization based in Salt Lake City and Vancouver, Canada. Tafi thinks of Ty as the resident Avatar Expert. His avatar journey began in 2012 when he joined Disruptive Publishers and worked on avatar projects for two Xbox consoles, the XBox 360 in 2012, and the XBox One in 2017. During this time, he also worked on the development of TAM: The Animator’s Modeler, an IOS production tool for creating high-quality 3D characters on the iPad. In 2019, Ty started his own business, where he was able to design initial offerings and premium assets for several additional avatar systems. Bringing that knowledge and experience to his latest role as Tafi’s CPO, Ty has helped Tafi revolutionize custom avatar creation with one of the industry’s leading avatar engines.A veteran of the software and video game industries for more than a decade, Ty has a strong core background in both the creative and operational sides of things. Not only is Ty a skilled creative, 3D modeler/generalist, technical artist, graphic designer, and marketing professional, he has also developed experiential and academic knowledge in business development, human resources, corporate strategy, sales, client relations, and operational management. Ty has led international organizations, including teams based in India, Ukraine, China, and the Philippines, shipping more than 14 titles across multiple platforms, while working with the world’s most prominent video game companies. Not only that, Ty has collaborated across multiple industries, working with blockbuster motion pictures, top apparel groups, and some of sport’s most popular major leagues.
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Chief Product OfficerDaz 3D Mar 2022 - PresentSalt Lake City, Utah, Us -
Chief Operating OfficerDaz 3D May 2019 - Mar 2022Salt Lake City, Utah, UsDaz 3D, is a 3D content and software company specializing in providing rigged 3D human models, associated accessory content and software to the hobbyist as well as the prosumer market. Daz 3D continue to focus on 3D content development, but also began to expand their own 3D software offerings as well, with purchases of several notable 3D applications. Additionally, Daz 3D developed their own scene creator software, Daz Studio. -
Chief Product OfficerTafi Mar 2022 - PresentSalt Lake City, Utah, Us -
Chief Operating OfficerTafi May 2019 - Mar 2022Salt Lake City, Utah, UsFounded in 2015, Tafi (formerly called Morph 3D) endeavors to create a high-end avatar engine serving the emerging AR, VR and game development markets. It was repeatedly ranked #1 in popularity at Unity (sitewide, all categories) until the company shifted focus to serve enterprise customers in 2017, including HTC for Steven Spielberg and Warner Bros’ Ready Player One. Tafi is deeply invested in exploring the issues of virtual identity, including self-expression and creativity, trust and privacy, artificial intelligence, digital ethics and the cultural impact of emerging technologies that will become ubiquitous in the next few years. -
Creative DirectorTafi Mar 2019 - May 2019Salt Lake City, Utah, UsResponsible for developing content strategy and apply Avatar creation experience and best practices with the leading avatar platform for mixed reality. -
Creative DirectorTidy Games Mar 2019 - Mar 2022Responsible for guiding and managing the development of both internal and external development resources, in Canada, the Ukraine, China, the Philippines and India.Apart from directing all our development efforts, I am also responsible for the day to day operations, human resources, client relations and management, business development, attending conferences such as GDC and E3.I am responsible for all company strategy and identifying trends, opportunities and threats. -
Production DirectorDibs Studio Mar 2019 - Oct 2019Had the opportunity to work on the award winning eco-adventure game Wild SanctuARy. The game won Silver in Niantic Labs’ Real World platform competition.Coordinated internal and external art and QA resources for the project.
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Creative DirectorDisruptive Interactive May 2014 - Mar 2019Leading a 9 person development team. I was responsible for guiding and managing the development of both our internal 9 person team, and external development resources around the world, in Canada, the Ukraine, China, the Philippines and India.At Disruptive Interactive I was responsible for Directing a handful of mobile and console titles. Titles included original concepts like: TAM: The Animator's Modeler (a character creator for animation professionals and students on iPad), Wordo (a word based mobile puzzle game), Lohko (a snake style head-to-head multiplayer mobile game) and Slide N' Go (a simple puzzle game for mobile and PS4).We also worked on a series of work for hire client projects: Armored Warfare (PC for Obsidian Entertainment), Ripe Rides (a mobile ride sharing app), Squad Goals (mobile for BBTV) and Puzzle Hockey (mobile for Blue Line Studios). I was also responsible for the day to day operations, human resources, client relations and management and some business development, attending conferences such as GDC and E3 on behalf of Di. As one of two directors at a small independent company, I was partly responsible for all company strategy and identifying trends, opportunities and threats. -
Development DirectorRipe Rides Sep 2013 - May 2017Vancouver, Bc, CaLead the application development, releases, updates and ongoing support.I was responsible for directing and managing the onsite resources as well as a large external development team in Coimbatore India. Ripe Rides was a legal/regulated ride hailing app launched in the Greater Vancouver area. -
Art DirectorHellbent Games Jan 2010 - Aug 2012Burnaby, Bc, CaLead a 5-8 Person Art Team.As the Art Director at Hellbent Games, I was responsible for maintaining the art, look and feel of all products and titles at Hellbent. I worked directly with the Creative Director to help design and set the tone and scope of our titles, and endeavored to make sure our style re-enforced the design tenants of the games.Titles shipped during my time at Hellbent include: LEGO Battles (Nintendo DS), LEGO Battles: Ninjago (Nintendo DS), GnomeD (Mobile), Project Spark (Xbox One), Mars Rover Landing (Xbox Kinect), Kodu Touch (PC).I was also responsible for some day to day operations, human resources (on my team), client relations and management and some business development, attending conferences such as GDC and E3. I helped set and support the company's strategy and identifying trends, opportunities and threats. -
Artist/GeneralistHellbent Games Jan 2008 - Jan 2010Burnaby, Bc, CaMy primary responsibilities for LEGO Battles were as a character/vehicle/prop modeler and to direct the rest of the 5-man FMV team, making sure the art match the overall art directionand that the team was on task and on schedule. During my time at Hellbent Games I was given a tremendous opportunity to utilize all my artist skills, as well as aquiring some new ones. My responsibilities ranged from Co-Directing Animation, 3D Modeling (Character/Vehicles/Props/Environments), Texture Painting, Rigging, Lighting, Camera Work, Video Editing, Animating, 2D Matte Painting, Concept Drawing, Storyboard Supervising, Pixel Art, Compositing and FX Work, Particle Generation, and various other tasks. -
3D ArtistFreelance Jan 2008 - Jan 2008After returing to Vancouver from Starz Animation I did a couple freelance projects. I lead a a 3-man team on the creation of character models for 'Kellogg's Rock Your PC' for release in Germany. We were responsible for Modeling/Rigging/Texturing of the 4 primary game characters. During that time I lead another 3-man team contracted to create some assets for Propaganda Games, as well as Directing a television commercial for Sprott-Shaw Community College.
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3D Modeler/RiggerStarz Animation Nov 2007 - Jan 2008Toronto, On, CaWas a member of the 18-man modeling/rigging team at Starz Animation Canada during the productions of the feature films 'Hoodwinked 2' and '9'. I was the primary environment artistfor 'Hoodwinked 2'. Often times we were not only responsible for modeling from the concept, but also (with the Supervising Art Director) we were responsible for pre-vizing the sequencesand making sure that the environments worked for the desired shots. Which sometimes meant designing elements of the environment on the fly. -
Previs ArtistFrantic Films Aug 2007 - Oct 2007Winnipeg, Mb, CaWorking on set for the 'Watchmen', Directed by Zach Snyder, responsible for modeling, texturing, lighting and animation. Liason directly with the supervisor/lead and the VFX Coordinator. Also required to give daily updates and various other miscellaneous visual effects duties asrequired. Was part of the Design-Viz team, we were responsible for working with the VFX Supervisor, the Supervising Art Director, the Director and the Production Designer. Responsible for Research and Developing sets to be built, rigs they would need for shots and other design responsiblilities. -
3D Modeler/Texture ArtistFreelance Sep 2007 - Sep 2007Modeled Skyscrapers and layed out shots for an upcoming short film called 'Unravelled'. Was responsible for modeling and texturing, as well as rendering skyscraper shots for post.
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Teaching AssistantVancouver Film School Jun 2007 - Aug 2007Vancouver, Bc, CaResponsible for helping support the students, as well as help the instructors convey the materials. Spend a lot of one on one time with the students to help them feel more comfortable within a 3D Package. One of my primary responsibilities is helping the students troubleshoot problems that may occur throughout the production of their projects. I also help the students conceptualise their final reels and try and give them insight into my experiences at VFS. -
Creative Design StrategistSprott-Shaw Community College 2003 - 2006Burnaby, Bc, CaResponsible for design, creation and layout of all media related to Sprott-Shaw’s identity throughout Canada and Worldwide. Was also responsible for planning and executing advertising strategies and purchases. Also responsible for designing web based training as well as web design. -
Marketing ManagerSnuggable Huggable'S Adoption Centre 2002 - 2003Responsible for design, creation and layout of all media related to Snuggable Huggable’s identity. Was also responsible for planning and executing advertising strategies and purchases. Also was involved in product decisions and concepts.
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Graphic ArtistSprott-Shaw Community College 2000 - 2001Burnaby, Bc, CaResponsible for designing print, television and web based advertising as well as website design for Sprott-Shaw Community College.
Ty Duperron Skills
Ty Duperron Education Details
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Mit Sloan School Of ManagementBlockchain Technologies: Business Innovation And Application -
Ubc Sauder School Of BusinessEssential Management Skills -
Ubc Sauder School Of BusinessCommunication Skills For Managers -
Ubc Sauder School Of BusinessLeading High Performance Teams -
Vancouver Film School3D Animation And Visual Effects
Frequently Asked Questions about Ty Duperron
What company does Ty Duperron work for?
Ty Duperron works for Daz 3d
What is Ty Duperron's role at the current company?
Ty Duperron's current role is Chief Product Officer at Tafi | BIV Forty Under 40.
What is Ty Duperron's email address?
Ty Duperron's email address is ty****@****ron.com
What schools did Ty Duperron attend?
Ty Duperron attended Mit Sloan School Of Management, Ubc Sauder School Of Business, Ubc Sauder School Of Business, Ubc Sauder School Of Business, Vancouver Film School.
What skills is Ty Duperron known for?
Ty Duperron has skills like Animation, Maya, Texturing, Video Games, Character Animation, Storyboarding, Compositing, Visual Effects, Concept Design, Photoshop, After Effects, 3d Modeling.
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