Phil Campbell Design

164 Bernard St
San Francisco,
CA 94109, USA
Tel/Fax: +1 (415) 563 7689
Mobile: +1 (415) 279 0811
Email: .(JavaScript must be enabled to view this email address)

Objective

Concept/Creative Design for the Games/Entertainment business.

Experience

April 2006 – Present
Phil Campbell Design, San Francisco, CA
Creative consultant and Writer

  • Glu Mobile– Lead Writer for ‘Hero Project’, ‘Big Time Gangster' and ‘Contract Killer' iPhone / iPad (2011).
  • Page 44– Concept design for various ESPN and Disney properties Wii (2011).
  • Planet Moon / EA– Designer and Lead Writer for the multiplayer component of ‘Sims3’ Wii (2010).
  • Sega / Marvel– Writer for ‘Iron Man 2’ (2010) and launch trailer ‘Chapter Zero’. Writer for ‘Thor’ (2011, all platforms).
  • Quantic Dream / Sony– Adaptation of ‘Heavy Rain’. Rewrote from the translation of the original French for both the game and movie treatment (Fall 2009). Created concepts for DLC and the Sony Home ‘presence’.
  • Legacy Interactive– Concept Design for ‘House’, ‘ACEP Disaster Hero’ and ‘Ghost Whisperer’ DS / PC (2010).
  • EA Maxis – Wrote interactive stories and dialogue for 40 adventures in ‘Spore Galactic Adventures’ (March 2009). Also worked on a new iteration of Spore for 2011 (Dark Spore).
  • Her Interactive – Created ‘Hardy Boys: Treasure on the Tracks’ DS (Sept 2009) and ‘Nancy Drew Dossier: Lights, Camera, Curses!’ for PC ‘Casual’ (Nov 2008)
  • Shift Control Media – Concept design for online ‘Brand Games’ including Starwood Hotels and Liberty Mutual.
  • Smart Bomb / Namco – Concept design for ‘Bee Movie’ and ‘Snoopy: Flying Ace’, Wii
  • Backbone / Eidos – Concept design for ‘Gauntlet’ (2009) DS
  • MTV – Script and dialogue for ‘Scarface’ Cribs TV episode (Broadcast 2007)
  • Renkewitz Studios – Concept, script and dialogue for Game trailers, promos and web campaigns including ‘The Legend of Spyro: The Eternal Night’, ‘Team Fortress 2’, ‘Army of 2’ and ‘Rise of the Argonauts’
  • Nephin Games – Concept designs for mobile titles ‘Nip / Tuck’, ‘Scarface’, ‘Spiderwick Chronicles’, ‘Spider Riders’ and ‘Championship Manager’
  • EA / Endemol – Concept designs for EA’s ‘Virtual Me’ social avatar system and Endemol properties ‘Big Brother’, ‘Love Bytes’ and ‘Deal or No Deal’

April 2001 – April 2006
Electronic Arts, Redwood City, CA
Creative Director

  • Creative Director, The Godfather, released March 2006
  • Creative Director, James Bond: Everything or Nothing, released Feb 2004
  • Creative Director, James Bond: Agent Under Fire, released Nov 2001
  • Concept Designer, James Bond: Nightfire, released Nov 2002

May 2000 – April 2001
Quantic Dream, San Francisco, CA
Chief Creative Officer

Concept Designer, Indigo Prophecy, released September 2005
Co-creator, Fahrenheit, (original episodic design of Indigo Prophecy)

Jan 1996 – May 2000
Eidos Interactive PLC, San Francisco, CA
Senior Designer

  • Project Leader, Tomb Raider Editor Project, released November 2000
  • Project Leader, Tomb Raider: The Lost Artifact, released March 2000
  • Project Leader, Tomb Raider: The Golden Mask, released May 1999
  • Creator, Tomb Raider Gold, released May 1998
  • Senior Designer, Omikron: The Nomad Soul, released November 1999
  • Design Consultant, Fear Effect, released April 2000
  • Concept Designer/Producer, Vermin!, 1998, for Kronos Digital
  • Art Director, Blackwater, 1997, Infinexus, 1996, for Domark

Jan 1995-Jan 1996
BAR Architecture, San Francisco, CA
Senior Designer

Oct 1994-Jan 1995
KMD, San Francisco, CA
Senior Designer

  • Headed concept teams for clients such as Spinelli’s, Stars Restaurant and the San Francisco 49’ers.
  • Concept Designer, Tom Bradley International Terminal, LAX

Jan 1994-Aug 1994
WATG Inc, Windsor, England
Senior Designer - Legoland, Windsor

  • Architecture concept for Lego’s first theme park in the UK
  • Concept designer (bids), Legoland California, and Disneyland, Paris

Feb 1987-July 1993
Rolfe Judd, The Oval, London
Design & Project Architect, 3D CAD Specialist

  • Concept Designer of Urban and Theme Park proposals including Butlers Wharf, Pride Park – Derby, Vauxhall Pleasure Gardens and “Santa’s World”
  • Created the Rolfe Judd CAD Department

July 1993 – Jan 1994
Freelance Consultant - The Design Engine.

  • Clients include Coca Cola-Schweppes, Park Avenue Productions, The Big Breakfast, Building Design Partnership, and Studios Architecture
  • “Blitz2000”, “Big Breakfast” & “ChildsPlay” Event concepts

Education

1979 –1985
Oxford Brookes University
Oxford, England
BA(Hons) June 1982
Masters in Architecture June 1985
Registered Architect RIBA Part III Nov 1986
Major Thesis 1984/85 “Computers in Architecture” (1st)

Interests

Writings

  • “A Chasm Of Cries”, volume of poetry pub. June 1987
  • “An Anthology Of Young Ulster Poets” pub. Mar 1988
  • “Tomb Raider/Witchblade No.1”, pub. Top Cow, Dec 1997
  • “This is not Architecture” pub. Routledge 2002
  • “End-to-End Game Development” pub. Focal Press 2010

Art Direction

  • “Construction Administration” pub. 1997.
  • “Lara’s Book”, by Douglas Coupland, pub.1998.

Drama/Music

  • Principal, CAI Dramatic Society, 1976-1978
  • Set Design, Oxford Fortune Players, 1980-1981
  • Singer & Drummer with “Pipeline”, 1977-1981
  • Graphics and Set Design, Salesian SF 2010-2011