Justin Thomas
Studio Art Director at ForwardXP- Claim this Profile
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Topline Score
Bio
Anupam Das
The time I spent with Justin was one I will never forget. I was just starting in the games industry, it was my first Games job (I was coming from a VFX background), and Justin was my Art Director. I was nervous, I did not know where I would fit in or even IF I would fit in. As an Art Director, he welcomed me in to the team and quickly assimilated my vfx skills and help me apply them to the games world. I think this really speaks to his keen understanding to all aspects of game development, as well as his ability to understand the strengths of his team and delegate appropriately. On Medal of Honor Airborne, we only had a few months to go from concept to realization. Justin pulled the art team together, came up with efficient art pipelines, spearheaded the move to Unreal Engine, as well provided clear direction (using several concepts and paint-overs which he did himself). We were able to execute as a team under a tight deadline, while maintaining a high quality bar and maintain a great team culture. Justin was a key aspect to the Games successful launch and to EA's first foray into next-gen games. I was lucky to have worked under him, and attribute my success in large part to what I learned from him. I highly recommend Justin to any team, as an artist, a mentor, and a strong leader.
Waylon Brinck
Justin was the very first art director I worked with in my career, and he left a huge impression that I've carried with me ever since. Whether it's raw aesthetic sense, techniques for communicating a vision to the team, rallying the troops to achieve a goal, or getting his hands dirty and creating artwork that sets the bar for everyone else, Justin has it covered. I hope I get a chance to work with him again some day!
Anupam Das
The time I spent with Justin was one I will never forget. I was just starting in the games industry, it was my first Games job (I was coming from a VFX background), and Justin was my Art Director. I was nervous, I did not know where I would fit in or even IF I would fit in. As an Art Director, he welcomed me in to the team and quickly assimilated my vfx skills and help me apply them to the games world. I think this really speaks to his keen understanding to all aspects of game development, as well as his ability to understand the strengths of his team and delegate appropriately. On Medal of Honor Airborne, we only had a few months to go from concept to realization. Justin pulled the art team together, came up with efficient art pipelines, spearheaded the move to Unreal Engine, as well provided clear direction (using several concepts and paint-overs which he did himself). We were able to execute as a team under a tight deadline, while maintaining a high quality bar and maintain a great team culture. Justin was a key aspect to the Games successful launch and to EA's first foray into next-gen games. I was lucky to have worked under him, and attribute my success in large part to what I learned from him. I highly recommend Justin to any team, as an artist, a mentor, and a strong leader.
Waylon Brinck
Justin was the very first art director I worked with in my career, and he left a huge impression that I've carried with me ever since. Whether it's raw aesthetic sense, techniques for communicating a vision to the team, rallying the troops to achieve a goal, or getting his hands dirty and creating artwork that sets the bar for everyone else, Justin has it covered. I hope I get a chance to work with him again some day!
Anupam Das
The time I spent with Justin was one I will never forget. I was just starting in the games industry, it was my first Games job (I was coming from a VFX background), and Justin was my Art Director. I was nervous, I did not know where I would fit in or even IF I would fit in. As an Art Director, he welcomed me in to the team and quickly assimilated my vfx skills and help me apply them to the games world. I think this really speaks to his keen understanding to all aspects of game development, as well as his ability to understand the strengths of his team and delegate appropriately. On Medal of Honor Airborne, we only had a few months to go from concept to realization. Justin pulled the art team together, came up with efficient art pipelines, spearheaded the move to Unreal Engine, as well provided clear direction (using several concepts and paint-overs which he did himself). We were able to execute as a team under a tight deadline, while maintaining a high quality bar and maintain a great team culture. Justin was a key aspect to the Games successful launch and to EA's first foray into next-gen games. I was lucky to have worked under him, and attribute my success in large part to what I learned from him. I highly recommend Justin to any team, as an artist, a mentor, and a strong leader.
Waylon Brinck
Justin was the very first art director I worked with in my career, and he left a huge impression that I've carried with me ever since. Whether it's raw aesthetic sense, techniques for communicating a vision to the team, rallying the troops to achieve a goal, or getting his hands dirty and creating artwork that sets the bar for everyone else, Justin has it covered. I hope I get a chance to work with him again some day!
Anupam Das
The time I spent with Justin was one I will never forget. I was just starting in the games industry, it was my first Games job (I was coming from a VFX background), and Justin was my Art Director. I was nervous, I did not know where I would fit in or even IF I would fit in. As an Art Director, he welcomed me in to the team and quickly assimilated my vfx skills and help me apply them to the games world. I think this really speaks to his keen understanding to all aspects of game development, as well as his ability to understand the strengths of his team and delegate appropriately. On Medal of Honor Airborne, we only had a few months to go from concept to realization. Justin pulled the art team together, came up with efficient art pipelines, spearheaded the move to Unreal Engine, as well provided clear direction (using several concepts and paint-overs which he did himself). We were able to execute as a team under a tight deadline, while maintaining a high quality bar and maintain a great team culture. Justin was a key aspect to the Games successful launch and to EA's first foray into next-gen games. I was lucky to have worked under him, and attribute my success in large part to what I learned from him. I highly recommend Justin to any team, as an artist, a mentor, and a strong leader.
Waylon Brinck
Justin was the very first art director I worked with in my career, and he left a huge impression that I've carried with me ever since. Whether it's raw aesthetic sense, techniques for communicating a vision to the team, rallying the troops to achieve a goal, or getting his hands dirty and creating artwork that sets the bar for everyone else, Justin has it covered. I hope I get a chance to work with him again some day!
Experience
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ForwardXP
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United States
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Software Development
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1 - 100 Employee
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Studio Art Director
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Feb 2020 - Present
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Certain Affinity
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United States
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Computer Games
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100 - 200 Employee
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Creative Lead
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Dec 2016 - Feb 2020
• Partner with License Holder and Publisher to create a new statement on a popular license property • Extensive narrative design, world fiction and visual treatment for ongoing live service license IP project • Focused the creative individuality of the culture into a cohesive visual story for proof of concept to secure primary project • Construct presentations for various potential co development projects • Worked with external partner Wargaming to transition an internal visual development team for March 2018 graphics update on several World of Tanks maps • Fiction and visual direction for World of Tanks 2017 Halloween Event assembled internally for Wargaming Show less
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Gearbox Entertainment
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United States
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Computer Games
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400 - 500 Employee
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Art Director
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Aug 2014 - Jan 2016
• Entered an unannounced project after significant pre-production to help guide through a creative pivot • Worked with the team to grow understanding of Physically Based Rendering for a stylized statement reflecting the company’s visual portfolio targeting the desired audience • Created extensive direction documentation via Confluence based on feedback from various departments and management to present a plausible visual context facilitating the evolution of the project • Worked to channel the creative individuality of the culture into a cohesive visual story that supported project goals • Translated idea and mood boards from various team members into style guides for execution • Documented each stage of the visual pre-production and the interpretations for further conversation and feedback • Coordinated with production to present pre-production milestones with limited resources Show less
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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Art Director: Sims 3
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Aug 2010 - Jul 2014
• Worked with external developer to Art Direct the Sims 3 Pets for Xbox 360/PS3 on behalf of the publisher • Directed internal team to create Sims 3 Pets for 3DS enhancing visual quality • Consulted for Sims 3 Free to Play on mobile devices from the publisher • Adapted existing franchise guidelines to seamlessly carry on PC expansion pack development with a new team at EA Salt Lake with Sims 3 Showtime, Sims 3 Supernatural, Sims 3 University, Sims 3 Into the Future • Found opportunities existing in the tight technical and Sims legacy constraints to continue to improve on visual quality with PC expansion packs • Coordinate with engineering, design, production and art to solve difficult visual issues to support game play needs Show less
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Activision
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United States
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Entertainment Providers
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700 & Above Employee
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Art Director: Transformers Revenge of the Fallen
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Aug 2007 - Sep 2010
• Created a vision for the project to coincide with the look of the film • Worked directly with Hasbro and Activision on the license • Coordinated game design and art to execute open world design • Facilitated production and scheduling to meet the release of the film • Coordinated with engineering to devise visual enhancements for internal engine • Worked with team to increase visual fidelity for an un announced follow up title • Created a vision for the project to coincide with the look of the film • Worked directly with Hasbro and Activision on the license • Coordinated game design and art to execute open world design • Facilitated production and scheduling to meet the release of the film • Coordinated with engineering to devise visual enhancements for internal engine • Worked with team to increase visual fidelity for an un announced follow up title
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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Art Director: Medal of Honor Airborne
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Jun 2005 - Jul 2007
• Created a vision for the project with production leads• Developed a strategy to move from concept to production• Directed game designers and artists to execute the vision • Facilitated strong communication between designers and artists• Mentored content developers to utilize visual communication, quality recognition and develop production skills• Directed outsourcing efforts and external development for levels and assets
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Associate Art Director: Medal of Honor European Assault
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Dec 2004 - Jun 2005
Multiplayer• Translated the vision of the Single Player product to direct the Multiplayer product with external developers from EA Montreal
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Sr Artist: Medal of Honor Pacific Assault
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Jul 2004 - Nov 2004
• Utilized proprietary lighting pipeline to light 3 of 9 levels• Created training materials for the proprietary lighting pipeline
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Infinity Ward
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United States
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Computer Games
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400 - 500 Employee
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Lead Artist: Call of Duty PC
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Feb 2002 - Jul 2004
• Founder and contributed as a member on the Board of Directors • Directed artists to maintain visual cohesion on the project • Created majority of geometry for vehicles, weapons, characters, props and foliage • Rigged characters for deformation • Directed visual feedback from management to art team • Responsible for artist schedules and assignments • Secured historical advisors as well as physical reference for content development and authenticity • Founder and contributed as a member on the Board of Directors • Directed artists to maintain visual cohesion on the project • Created majority of geometry for vehicles, weapons, characters, props and foliage • Rigged characters for deformation • Directed visual feedback from management to art team • Responsible for artist schedules and assignments • Secured historical advisors as well as physical reference for content development and authenticity
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Sr Artist: Medal of Honor Allied Assault
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Jul 1999 - Feb 2002
Additional: CIA Operative, Laser Arena • Directed artists to maintain visual cohesion on the project • Created majority of geometry for vehicles, weapons, characters, props and foliage • Rigged characters for deformation • Directed visual feedback from management to art team • Secured historical advisors as well as physical reference for content development and authenticity • Contributed assets for 2 Value Titles in addition to Allied Assault Additional: CIA Operative, Laser Arena • Directed artists to maintain visual cohesion on the project • Created majority of geometry for vehicles, weapons, characters, props and foliage • Rigged characters for deformation • Directed visual feedback from management to art team • Secured historical advisors as well as physical reference for content development and authenticity • Contributed assets for 2 Value Titles in addition to Allied Assault
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Artist: Deliverance from the Dark
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Feb 1998 - Jun 1999
• Created all the 3D geometry content for an Isometric RPG • Created promotional materials • Worked with the team to develop the overall look and style of the project • Created concept work for characters, environments and props • Created all the 3D geometry content for an Isometric RPG • Created promotional materials • Worked with the team to develop the overall look and style of the project • Created concept work for characters, environments and props
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Education
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Art Institute of Dallas
Computer Animation and Multi Media