Dwayne M.
BizDev for Collider Craftworks at Collider Craftworks- Claim this Profile
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Topline Score
Bio
Brett McConnell
Dwayne presided over Sony Playstation's service bureau in San Diego as it made the difficult transition from a Playstation 1 mode of game production, to a company producing contemporary, near film-level assets that were required by the Playstation 3 gaming console. A tremulous time for sure, Dwayne attended to the challenge of company-wide growth with a confident ease. He charted new waters as project scope grew exponentially and was not afraid to bring in any/all talent he thought might help address these new production demands. The most ambitious pre-rendered project ever undertaken by Sony Playstation San Diego was executed during Dwayne’s watch. Having worked with Sony recently, it’s fair to say that many of the techniques and procedures developed during those early Playstation 3 days are still informing the standards and practices of the crew there today.
Paul Fedor
I had worked for and with Dwayne Mason at Playstation Cinematics. Dwayne ran the whole show. At the time the studio ramped up to 100 + man VFX facility for world wide Sony game developers. The other arm of the facility was the largest Mo-Cap studio in the United States. Also under Dwayne's supervision was a scan studio housing the world most sensitive Attos Scanner. The Pre-rendered cinematics group was doing $10+ million a year in asset, mocap, and cinematic contracts. Under Dwayne's supervision the studio developed a very sophisticated mental ray pipeline (unheard of in-game studios). Dwayne was unafraid to higher top Hollywood movie talent to fill gaps and advance a unique studio. I pinched myself at the level of talent there was at one time......There was a guy there with an Academy award next to a tool's writer who was X-N.A.S.A. I couldn't beleive this was a game studio. Soon the studio devloped a digital creature and character pipeline. Innovative image based texturing allowed cutting edge realsim. A "universal" character was developed as THE option for next-gen assets as well as the first game studio to embrace Z-brush. The research and development team expiremented with Wavelet compression which was the same stuff ILM was using for their OPEN EXR format. So when I gave a briefing for the CEO of Sony ....Phil Harrison at my desk, I new Dwayne and the facility was doing something right. It was an exciting time for a branch of Sony that was fighting off old business models amongst the developers. Now that I have worked for Sony Playstation (game division) and Sony Imageworks (movie division)......I can't believe how close that studio was fundamentally to the big movie houses. I would love to work with/for Dwayne anytime.
Glen Van Datta
Dwayne and I were peers and SCEA and worked closely together. Dwayne was responsible for running the entire budget and headcount for the Art and Animation services group. I highly recommend Dwayne in his work capabilities and proactive stance at tackling difficult problems as well as see the best future vision for a company. His detailed focus on customer service made him a great asset to the central team.
Brett McConnell
Dwayne presided over Sony Playstation's service bureau in San Diego as it made the difficult transition from a Playstation 1 mode of game production, to a company producing contemporary, near film-level assets that were required by the Playstation 3 gaming console. A tremulous time for sure, Dwayne attended to the challenge of company-wide growth with a confident ease. He charted new waters as project scope grew exponentially and was not afraid to bring in any/all talent he thought might help address these new production demands. The most ambitious pre-rendered project ever undertaken by Sony Playstation San Diego was executed during Dwayne’s watch. Having worked with Sony recently, it’s fair to say that many of the techniques and procedures developed during those early Playstation 3 days are still informing the standards and practices of the crew there today.
Paul Fedor
I had worked for and with Dwayne Mason at Playstation Cinematics. Dwayne ran the whole show. At the time the studio ramped up to 100 + man VFX facility for world wide Sony game developers. The other arm of the facility was the largest Mo-Cap studio in the United States. Also under Dwayne's supervision was a scan studio housing the world most sensitive Attos Scanner. The Pre-rendered cinematics group was doing $10+ million a year in asset, mocap, and cinematic contracts. Under Dwayne's supervision the studio developed a very sophisticated mental ray pipeline (unheard of in-game studios). Dwayne was unafraid to higher top Hollywood movie talent to fill gaps and advance a unique studio. I pinched myself at the level of talent there was at one time......There was a guy there with an Academy award next to a tool's writer who was X-N.A.S.A. I couldn't beleive this was a game studio. Soon the studio devloped a digital creature and character pipeline. Innovative image based texturing allowed cutting edge realsim. A "universal" character was developed as THE option for next-gen assets as well as the first game studio to embrace Z-brush. The research and development team expiremented with Wavelet compression which was the same stuff ILM was using for their OPEN EXR format. So when I gave a briefing for the CEO of Sony ....Phil Harrison at my desk, I new Dwayne and the facility was doing something right. It was an exciting time for a branch of Sony that was fighting off old business models amongst the developers. Now that I have worked for Sony Playstation (game division) and Sony Imageworks (movie division)......I can't believe how close that studio was fundamentally to the big movie houses. I would love to work with/for Dwayne anytime.
Glen Van Datta
Dwayne and I were peers and SCEA and worked closely together. Dwayne was responsible for running the entire budget and headcount for the Art and Animation services group. I highly recommend Dwayne in his work capabilities and proactive stance at tackling difficult problems as well as see the best future vision for a company. His detailed focus on customer service made him a great asset to the central team.
Brett McConnell
Dwayne presided over Sony Playstation's service bureau in San Diego as it made the difficult transition from a Playstation 1 mode of game production, to a company producing contemporary, near film-level assets that were required by the Playstation 3 gaming console. A tremulous time for sure, Dwayne attended to the challenge of company-wide growth with a confident ease. He charted new waters as project scope grew exponentially and was not afraid to bring in any/all talent he thought might help address these new production demands. The most ambitious pre-rendered project ever undertaken by Sony Playstation San Diego was executed during Dwayne’s watch. Having worked with Sony recently, it’s fair to say that many of the techniques and procedures developed during those early Playstation 3 days are still informing the standards and practices of the crew there today.
Paul Fedor
I had worked for and with Dwayne Mason at Playstation Cinematics. Dwayne ran the whole show. At the time the studio ramped up to 100 + man VFX facility for world wide Sony game developers. The other arm of the facility was the largest Mo-Cap studio in the United States. Also under Dwayne's supervision was a scan studio housing the world most sensitive Attos Scanner. The Pre-rendered cinematics group was doing $10+ million a year in asset, mocap, and cinematic contracts. Under Dwayne's supervision the studio developed a very sophisticated mental ray pipeline (unheard of in-game studios). Dwayne was unafraid to higher top Hollywood movie talent to fill gaps and advance a unique studio. I pinched myself at the level of talent there was at one time......There was a guy there with an Academy award next to a tool's writer who was X-N.A.S.A. I couldn't beleive this was a game studio. Soon the studio devloped a digital creature and character pipeline. Innovative image based texturing allowed cutting edge realsim. A "universal" character was developed as THE option for next-gen assets as well as the first game studio to embrace Z-brush. The research and development team expiremented with Wavelet compression which was the same stuff ILM was using for their OPEN EXR format. So when I gave a briefing for the CEO of Sony ....Phil Harrison at my desk, I new Dwayne and the facility was doing something right. It was an exciting time for a branch of Sony that was fighting off old business models amongst the developers. Now that I have worked for Sony Playstation (game division) and Sony Imageworks (movie division)......I can't believe how close that studio was fundamentally to the big movie houses. I would love to work with/for Dwayne anytime.
Glen Van Datta
Dwayne and I were peers and SCEA and worked closely together. Dwayne was responsible for running the entire budget and headcount for the Art and Animation services group. I highly recommend Dwayne in his work capabilities and proactive stance at tackling difficult problems as well as see the best future vision for a company. His detailed focus on customer service made him a great asset to the central team.
Brett McConnell
Dwayne presided over Sony Playstation's service bureau in San Diego as it made the difficult transition from a Playstation 1 mode of game production, to a company producing contemporary, near film-level assets that were required by the Playstation 3 gaming console. A tremulous time for sure, Dwayne attended to the challenge of company-wide growth with a confident ease. He charted new waters as project scope grew exponentially and was not afraid to bring in any/all talent he thought might help address these new production demands. The most ambitious pre-rendered project ever undertaken by Sony Playstation San Diego was executed during Dwayne’s watch. Having worked with Sony recently, it’s fair to say that many of the techniques and procedures developed during those early Playstation 3 days are still informing the standards and practices of the crew there today.
Paul Fedor
I had worked for and with Dwayne Mason at Playstation Cinematics. Dwayne ran the whole show. At the time the studio ramped up to 100 + man VFX facility for world wide Sony game developers. The other arm of the facility was the largest Mo-Cap studio in the United States. Also under Dwayne's supervision was a scan studio housing the world most sensitive Attos Scanner. The Pre-rendered cinematics group was doing $10+ million a year in asset, mocap, and cinematic contracts. Under Dwayne's supervision the studio developed a very sophisticated mental ray pipeline (unheard of in-game studios). Dwayne was unafraid to higher top Hollywood movie talent to fill gaps and advance a unique studio. I pinched myself at the level of talent there was at one time......There was a guy there with an Academy award next to a tool's writer who was X-N.A.S.A. I couldn't beleive this was a game studio. Soon the studio devloped a digital creature and character pipeline. Innovative image based texturing allowed cutting edge realsim. A "universal" character was developed as THE option for next-gen assets as well as the first game studio to embrace Z-brush. The research and development team expiremented with Wavelet compression which was the same stuff ILM was using for their OPEN EXR format. So when I gave a briefing for the CEO of Sony ....Phil Harrison at my desk, I new Dwayne and the facility was doing something right. It was an exciting time for a branch of Sony that was fighting off old business models amongst the developers. Now that I have worked for Sony Playstation (game division) and Sony Imageworks (movie division)......I can't believe how close that studio was fundamentally to the big movie houses. I would love to work with/for Dwayne anytime.
Glen Van Datta
Dwayne and I were peers and SCEA and worked closely together. Dwayne was responsible for running the entire budget and headcount for the Art and Animation services group. I highly recommend Dwayne in his work capabilities and proactive stance at tackling difficult problems as well as see the best future vision for a company. His detailed focus on customer service made him a great asset to the central team.
Experience
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Collider Craftworks
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Argentina
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Computer Games
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1 - 100 Employee
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BizDev for Collider Craftworks
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Aug 2016 - Present
I represent both Collider Craftworks and NXA Studios in all matters Business Development, Marketing and Finance. https://www.collidercraftworks.com/ https://www.nxastudios.com/ I represent both Collider Craftworks and NXA Studios in all matters Business Development, Marketing and Finance. https://www.collidercraftworks.com/ https://www.nxastudios.com/
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NXA Studios
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Ningbo, China - Beijing, China - Buenos Aires, Argentina
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Vice President of Marketing and Business Development
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2011 - Oct 2022
Founded in 2011, NXA Studios is an outsourcing company dedicated to full service and high quality Digital Art Production. Our primary focus is on the design and production of 2D and 3D art assets for cross platform Interactive Entertainment Applications - Console & PC Games, Mobile and Web Games & Apps, Cinematic Video content, TV advertisement & commercial animation content - and more... Founded in 2011, NXA Studios is an outsourcing company dedicated to full service and high quality Digital Art Production. Our primary focus is on the design and production of 2D and 3D art assets for cross platform Interactive Entertainment Applications - Console & PC Games, Mobile and Web Games & Apps, Cinematic Video content, TV advertisement & commercial animation content - and more...
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Centurion Art Development
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Ningbo, China
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President, Owner
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Aug 2011 - 2013
At Centurion Art Development our philosophy is simple - To provide our clients with creative and very high quality art development and production services in a consistent, efficient and reliable manner. Through many years of art production experience in both game development and CG cinematic animation production, our studio's founding partners have a complete and thorough understanding of what it takes to provide the kind of high quality art production services that we offer to our clients. We have built Centurion Art Development from the ground up with this single goal in mind. Please visit our website to learn more! Show less
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Midway Games
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Computer Games
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1 - 100 Employee
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Studio Art Director
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Jun 2007 - Feb 2009
As the studio art director at Midway's Chicago studio, I was ultimately responsible for ensuring that art quality for all of the studio's titles in production was of the highest calibre. I worked closely with the managers of other Midway groups to facilitate and to direct the art production processes and art-side staffing requirements of the studio. *In August of 2008 I was appointed by our company CEO @MattBooty to partner with two other senior managers in the studio to handle all Chicago Studio Head responsibilities on an interim basis. During this time Midway Chicago released three titles to market, including Mortal Kombat VS DC Universe. Show less
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Sony Interactive Entertainment
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United States
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Entertainment Providers
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700 & Above Employee
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Director, Art & Animation Services Group
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Aug 1996 - Jan 2007
I started at Sony Interactive Studios America (SISA) in 1996 as the Motion Capture Studio's founding Manager. This initial role led to the development of a much larger and more diverse art-services group, ultimately resulting in the SCEA Product Development Services Group. PDSG encompassed several art-content production departments tasked with support of Sony PlayStation's US and Worldwide First Party game development efforts. In addition to the Mocap Department, other PD groups that I developed and managed included a full-service Cinematics Production department which offered complete CGI production services, a Digital Post Production facility, a Maya Technical Support Group (software tools development), a 3D Scan and Modeling group and an internal art/technical art training program. I managed the San Diego Audio Production group and the company-wide Tools and Technology group for a time as well, paving the way for the further growth and development of these PD service groups. I particularly enjoyed the early and middle years at SCEA when there was a pervasive aire of entrepreneurship throughout the company. Show less
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Production Manager
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Mar 1991 - Jul 1996
I was the first full-time employee of BioVision, the company that pioneered the use of Motion Capture as a means to generate realistic human animation for CGI and Computer Gaming applications. I joined OHPC/BioVision just as the mocap data editing and 3D rendering software development was nearing release. My primary responsibilties then were in operating the motion capture system and with tracking and cleaning all captured data. I later became the production manager and the primary designer of the editing and rendering package. I lead our production team from sports analysis into CGI and game development projects. Eventually one of our biggest game dev clients lured me away, as I joined Sony in the Product Development division of their PlayStation business in 1996. I still have very close friends and fond memories from those challenging and rewarding days on the road and in the studio with that very small yet 'history-making' little company... Show less
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Education
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Georgia State University
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Georgia State University