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