Scott Phillips

Creative Director at Ubisoft Quebec City
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Canada, CA

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Kevin Yanes

Working under Scott was one of the best experiences in my career. I was so incredibly happy to work under someone who's design abilities are so refined, vast, and awesome. More than anything I loved the fact that when it came to the game he always pushed the idea that making something fun was more important than anything else. He was always focused making sure that every component of the project reiterated his goal of fun trumps all. I am a better designer because of Scott and the Saints Row franchise is better because of him. I would recommend him to anyone in a heartbeat because I know whatever he works on will be an outstanding product.

Mike Slone

Scott knows exactly what he wants and is very good at conveying it in a useful way. He's also very open to new ideas and has no problem telling you exactly what he thinks of them, good or bad. He knows what's fun and understands well the process of iteration.

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Experience

    • Canada
    • Computer Games
    • 300 - 400 Employee
    • Creative Director
      • Jul 2020 - Present

      Unannounced Project

    • Game Director
      • Jul 2014 - Jul 2020

      Immortals Fenyx Rising Assassins Creed Odyssey Assassins Creed Syndicate

    • Principal Designer
      • Mar 2005 - Jul 2014

      2013-2014 : “Agents of Mayhem” 2011-2013 : "Saints Row: IV" Design Director on Saints Row IV. 2008-2011 : "Saints Row: The Third" Design Director on Saints Row: The Third. Guide and oversee all design and gameplay development. Manage long term planning, milestone iteration, and individual gameplay idea generation and improvement. 2005-2008 : "Saints Row 2" One of two Project level (Lead) Designers on SR2. Focused on core design and overseeing all aspects of… Show more 2013-2014 : “Agents of Mayhem” 2011-2013 : "Saints Row: IV" Design Director on Saints Row IV. 2008-2011 : "Saints Row: The Third" Design Director on Saints Row: The Third. Guide and oversee all design and gameplay development. Manage long term planning, milestone iteration, and individual gameplay idea generation and improvement. 2005-2008 : "Saints Row 2" One of two Project level (Lead) Designers on SR2. Focused on core design and overseeing all aspects of gameplay/controls/functionality.

    • Animator
      • Jan 2002 - Feb 2005

      2003-2005 The Punisher Designed Interrogation and Quick Kill mechanics. Designed and animated a majority of both those types of gameplay through the entire project. 2002-2003 Red Faction 2 Created all cutscenes, hand animated all vehicles and moveable destructible objects.

Education

  • Purdue University
    B.A., Fine Arts
    1997 - 2001

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