Michael Khoury

Creative Director at Black Squirrel Productions VR
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Location
US

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Trevor Grimshaw

Mike is a wonderful person and a great artist.

Matthew Wynne

Mike was a great partner to have in leading the Maxis Emeryville art team to deliver beautiful content for SimCity 2013 and its expansion pack, Cities of Tomorrow. Mike's thorough knowledge of our art pipelines enabled him to come up with unique, "out of the box" solutions to make the art shine. In particular, I believe Cities of Tomorrow's positive reviews for look and feel were due largely to Mike's efforts directing the art.

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Experience

    • Creative Director
      • Oct 2020 - Present
    • India
    • Banking
    • 3D Artist - Social VR
      • Jan 2017 - Oct 2021

      Key artist in the creation and conceptualization of environments for Horizon games and interactive performances teams, helping to set the bar for quality and best practices. Working cross functionally with art team, product designers, engineers, and producers to create original content in VR using the Horizon tools and engine. Close collaboration with designers, engineers and tech art team to help develop and design the internal tools for UGC content creation in Horizon. 3d Artist on Facebook Horizon Avatars team, created early proposals for a character hair system. Conceptual Art Direction and 3d content creation on several future Facebook and Messenger VR projects to create and visualize a vision for the future of VR and the Metaverse

    • India
    • Software Development
    • 1 - 100 Employee
    • Digital Product Designer
      • Jun 2015 - Oct 2016

      Collaborated internally within Autodesk, and with several offsite teams (Iceland, Toronto, Shanghai, Los Angeles) to create an easy and fun to use modular toy and 3d printing experience on phones and tablets called Tinkerplay / Thingmaker I had two roles on the project, first was the content team technical artist, managing and setting up assets for the app in Unity, and helping to direct and test the content creation and pipeline tools. I worked with the project director and engineering team to explore new app features, prototype new types of 3d content, and envision the next generation of interaction design for the product. My second role was as an industrial designer working with the design team at Mattel and internally to design and create the parametric content for easy, support-less 3d printing from the app. We used proprietary tools in Unity and I learned JSCAD scripting as well as modeling in Fusion 360 to design and create the solids geometry for use in 3d printing as well as for visualization on a mobile device.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Art Director
      • Jan 2003 - Jan 2015

      Worked closely with the Creative Director to envision and set the critically acclaimed look and feel for the game. Worked with the Development Director to define and scope the content production plans for the game. Responsible for creating the foundational style guide for Buildings and Environments that was later scaled by the leads from each discipline on the team. Worked cross functionally to develop, prototype and enhance our tools and pipelines in Maya, or in-engine applications. Led a team of internal artists and several global outsource teams, to direct the production of hundreds of game ready assets from 2d concept and design, to review, to 3d textured models using a proprietary highly technical pipeline. SimCity ; Cities of Tomorrow Expansion Pack : ▪ PC ▪ Art Director As Art Director, I set the look and feel for the “futurization” of this first expansion pack for SimCity. This included creating style guides that fit within the design criteria, as well as working closely with the art team to conceptualize the tone of the game and communicating that to key stakeholders, and directing teams to create the content in a very tight timeline. Spore ▪ PC ▪ Art Director Partner to Lead Art Director, working with Creator Will Wright on early concepts and prototyping to establish the look and feel of Spore. Art Direction for the Spore editors and environments. Maintained visual consistency across many different editor types including Creatures, Buildings, and Vehicles. Collaborated closely with key designers and programmers on the functionality of the Spore Editors and the overall user experience of the product. Art Lead 10 internal artists, and oversaw the creation of over 600 individual editor parts, from early concept through rough prototyping and testing and into final production. Spore Expansion Pack ; Galactic Adventures ▪ PC ▪ Art Director

    • United States
    • Computer Games
    • 200 - 300 Employee
    • Senior Environment Artist
      • Jan 2000 - Feb 2002

      Title:Disney's 102 Dalmatians: Puppies to the Rescue Platform: PC, PS 1 Role: Senior Environment Artist: Created levels for game as well as concept art for 2 PS2 game proposals. Release Date: November 2000 Title:Blood Omen 2: Legacy of Kain Platform: PC, Xbox , PS2 Role: FX artist: Created visual fx for in game action sequences using in house scripting system. Release Date: Q1 2002 Title:Disney's 102 Dalmatians: Puppies to the Rescue Platform: PC, PS 1 Role: Senior Environment Artist: Created levels for game as well as concept art for 2 PS2 game proposals. Release Date: November 2000 Title:Blood Omen 2: Legacy of Kain Platform: PC, Xbox , PS2 Role: FX artist: Created visual fx for in game action sequences using in house scripting system. Release Date: Q1 2002

    • Computer Games
    • 1 - 100 Employee
    • Senior Environment Artist
      • Aug 1998 - Feb 2000

      Title: Slave Zero Platform: Sega Dreamcast, PC Role: Senior Environment Artist: Created levels for Game on PC and Dreamcast systems. Release Date: November 1999 Title: Slave Zero Platform: Sega Dreamcast, PC Role: Senior Environment Artist: Created levels for Game on PC and Dreamcast systems. Release Date: November 1999

    • Art Director
      • Jun 1995 - Jan 1998

      Title: Uprising Platform: PC Role: Art Director Release Date: September 1997 Title: Battlesport Platform: 3DO Role: Concept Artist Release Date: September 1995 Title: Uprising Platform: PC Role: Art Director Release Date: September 1997 Title: Battlesport Platform: 3DO Role: Concept Artist Release Date: September 1995

    • Storyboard Artist
      • Apr 1995 - Jun 1996

      I worked as contract artist on several commercials; Intel, Owens Corning, and AT&T as well as background concept art for the trailer for Casper / Amblin Entertainment I worked as contract artist on several commercials; Intel, Owens Corning, and AT&T as well as background concept art for the trailer for Casper / Amblin Entertainment

Education

  • ArtCenter College of Design
    Bachelor of Science, Industrial Design; Transportation
    1991 - 1994
  • Pratt Institute

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