Colby Acree

Sr. Games Producer - Outsourcing Department Head at WB Games / Avalanche
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Contact Information
us****@****om
(386) 825-5501
Location
Salt Lake City, Utah, United States, US

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5.0

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Brielle Porter

I worked with Colby on Disney Infinity’s small outsourcing team; a team which under his leadership, was able to grow and thrive within a short period of time, taking on more responsibilities and becoming a model of efficiency for the rest of the studio. In times of deadlines and crunch, he keeps his infectious enthusiasm high and appreciates the importance of maintaining high team morale. Colby is great leader because he leads by example, and is always quick to jump on an opportunity to help others. I will always have a strong respect for him as he was my ongoing mentor, and I learned about a wide variety of skills and encouraged to succeed. His artistic skills and technical knowledge are top-notch; his leadership and team-building skills would fit in with any project.

Jake DiGennaro

What can you say about the guy who's always wearing a mile wide smile and seconds away from bursting into contagious laughter? After 4+ years of working with our team I can say without a doubt one of the most enjoyable people to work alongside that I've had the pleasure to partner up with during my time. The sense of support & praise he provided us as a partner while still being very detail oriented was rare, framing criticisms in a blunt yet fair manner always pushed our team to strive for more instead of shrinking back from disappointment. While this chapter working with Colby may be coming to a close, can't wait to turn the page and start a whole new one together soon.

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Experience

    • Computer Games
    • 1 - 100 Employee
    • Sr. Games Producer - Outsourcing Department Head
      • Jul 2016 - Present

      I oversee that day to day and future Outsource production, schedules, contracts, vendor relations and vetting at WB Games, Avalanche Software in Salt Lake City, Utah. I work directly with the internal Art and Animation, FX and Cinematics Teams to supplement task that allow us to create bigger and better games for the market. I oversee that day to day and future Outsource production, schedules, contracts, vendor relations and vetting at WB Games, Avalanche Software in Salt Lake City, Utah. I work directly with the internal Art and Animation, FX and Cinematics Teams to supplement task that allow us to create bigger and better games for the market.

    • Lead Character Artist

    • Canada
    • Entertainment
    • 1 - 100 Employee
    • Advisory Committee Member
      • Jun 2014 - Mar 2019

      The XDS Advisory Committee was formed with the intent to employ subject matter experts in the area of external development to shape and develop the External Development Summit for the games industry. The XDS Advisory Committee was formed with the intent to employ subject matter experts in the area of external development to shape and develop the External Development Summit for the games industry.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Outsource Manager
      • Oct 2006 - Jul 2016

    • Sr. Artist
      • 2007 - Mar 2009

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Character Artist
      • Feb 2005 - May 2006

      Built in game character for Amped 3 and pre production characters for Amped 4 Built in game character for Amped 3 and pre production characters for Amped 4

    • United States
    • E-learning
    • 1 - 100 Employee
    • 3D Artist
      • Feb 2003 - May 2004

      As an Artist at Interact I was able to Model, Texture, Animate, Light, Render and Composite a final visual product that would be used in the medical industry for various purposes. This was a great way company and great way to build skills in all facets of the 3D trade. Most work was done in Maya, Photoshop and After Effects for post-production. As an Artist at Interact I was able to Model, Texture, Animate, Light, Render and Composite a final visual product that would be used in the medical industry for various purposes. This was a great way company and great way to build skills in all facets of the 3D trade. Most work was done in Maya, Photoshop and After Effects for post-production.

    • United States
    • Book and Periodical Publishing
    • 700 & Above Employee
    • Freelance 3D Artist
      • Nov 2002 - Apr 2004

      Lead Texture Artist – UV’s and Hand Painted Texture maps for 5 different (IMAX / print quality) Prehistoric Sea Creatures, December 2005 Issue of National Geographic magazine. Lead Texture Artist – UV’s and Hand Painted Texture maps for 5 different (IMAX / print quality) Prehistoric Sea Creatures, December 2005 Issue of National Geographic magazine.

    • United Kingdom
    • Architecture and Planning
    • Texture Artist
      • 1999 - 2003

Education

  • The Art Institutes
    Associate, Computer Animation
    1997 - 1999
  • The Art Institutes
    1997 - 1999

Community

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