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5.0

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Vincent is a rare individual within the games industry. It is unusual in my line of work to come across someone that has an incredibly high level of skill and experience but that is also so tremendously humble and professional in his attitude. Vincent is passionate about what he does, has a highly commendable work ethic and you would have to meet with him in person to truly understand just how personable he is. I had absolutely no hesitation in recommending him to top AAA studios we work with, giving assurance that not only can Vincent perform in the most challenging and high-level positions within the industry (shown through his consistent success during his career), but also that for a culture fit, Vincent brings the attributes that every top-performing studio would want, a genuine and hard-working individual with a desire to perform at the highest level and bring others with him. I cannot recommend Vincent highly enough, he is an absolute pleasure to work with and the fact that he held enthusiasm, talent and professionalism in equal measure made the entire process seamless.

★★Cassandra Donnelly - James ★★

Vincent I felt obliged to write a recommendation for you Vincent. Vincent has the most wonderful approach to everything he does. He is THE MOST professional, polite and an absolute dream to work with. I have never in 15 years in Recruitment met someone as great at his approach and delivery as Vincent and so he is highly recommended from me. I look forward to the next time working with you Vincent. Best wishes"

Eric Gertzbein

Vincent was my Environment & Lighting instructor and a mentor at Vancouver Film School in 2011-2012. Vincent approached his role at VFS with a sincere interest to support and grow our skills designing and building amazing looking video games. He shared his expertise and eye for lighting design with a humility and openness that fostered a welcoming professional environment during class lectures. As a mentor, he worked one-on-one taking time to review our work thoroughly, and offered creative direction that helped to craft high quality 3D game environments. His supportive and intelligent hands-on approach as an instructor and mentor is unique and highly appreciated. It was a pleasure and my privilege to have Vincent at VFS, and I look forward to working with him in the future.

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Experience

    • Associate General Manager
      • Dec 2020 - Present

      《Battle Teams 2》PVP PC 《Battle Teams 2》PVE PC 《RogueLike》Tencent Product Development PC 《SOC》Tencent Product Development Mobile 《Battle Teams 2》PVP PC 《Battle Teams 2》PVE PC 《RogueLike》Tencent Product Development PC 《SOC》Tencent Product Development Mobile

    • China
    • Technology, Information and Internet
    • 1 - 100 Employee
    • Product Manager
      • Aug 2018 - Oct 2020

      Working with Intel, HTC, Survios and Beat Games on VR products• Beat Saber• Raw Data• Creed - Rise to Glory Department Art DirectorCONSOLE TITLE DEVELOPMENT• Achieving every milestone objective with clear direction and efficiency.

    • Minecraft - Product Art Director
      • Aug 2017 - Aug 2018

      • Working with Microsoft on Minecraft as F2P game for NetEase’s Minecraft team as head of art. • Working with Mojang game developer and outsourcing companies in effectively delivering new game art updates and taking current production schedule and cutting production time by more than half.• Leading successful monthly, major, and holiday/ special events version updates that generate higher downloads number every month.• Working with marketing on major offline events on venue selection, design and construction seen by thousands of players and gather new users. • Collaborating with NASA for Minecraft’s live event in pushing NASA’s publicity and interest in the game market as well as boosting Minecraft’s further IP expansion in education and space engineering/ exploration. Show less

    • Entertainment Providers
    • Art Production Director
      • Jan 2017 - Jun 2017

      Dead Island 2 • Working with the biggest game publisher in Europe KOCH Media’s head of production to final-ize all artistic directions and product production dates. • Working with company founder, CEO and COO to develop product development pipeline, art budget, staff management and production standard. Dead Island 2 • Working with the biggest game publisher in Europe KOCH Media’s head of production to final-ize all artistic directions and product production dates. • Working with company founder, CEO and COO to develop product development pipeline, art budget, staff management and production standard.

    • Studio Art Director/ Product Producer
      • Nov 2015 - Nov 2016

      DreamWorks Animation® Movie IP Mobile Product Producer • Signed, $4 million US dollar Movie IPs Exclusive production license.• Gameplay design and executive presentations • New innovative gameplay design and level design • Character and Environment visual design • Gameplay video prototype • Production plan, business plan, and team structure • In-game currency and product monetization • Global marketing strategy plan LEGO® Label IP Game Director • Character and Environment visual design • Production plan, business plan, and team structure• In-game currency and product monetization • Global marketing strategy plan Show less

    • Division Senior Art Director
      • Jul 2015 - Nov 2016

      MMORPGMarvel AvengersOne Piece Subway SurferTemple Run2Fruit NinjaFarmville: Harvest SwapToy BlastHorizon ChaseNDA products• Directing each game title development and publishing products exceed user experience and Division KPI with clean and clear art and production plan execution. • Strategy meeting with Division heads. Planning out product lines and set priorities. • Face to face communicating, guiding and directing team members with personal level care and motivation. • Setting disciplines and requirements in art production, requesting art teams proactively talking to development teams! • Statistics and market comparison, design App Icon and screenshots, ASO marketing stats numbers to obtain best results for all game titles. • Leading, building art teams. • Weekly reports and art team seminar for growth in art skills, management, and in life. • Game modification based on statistics to maximize growth in each update’s daily new users and daily spending users. Show less

    • China
    • Software Development
    • 1 - 100 Employee
    • Senior Art Director
      • Sep 2014 - Jun 2015

      Batman Arkham City and Need For Speed art directing and leading 2 teams at the same period, 150 artists and team leads. • Working with Need For Speed 2015 EA PS4 and XBOXone, leading 70 artists locating in 3 cities. Setting and designing Art Direction with EA Core Art Team, co-designing the project scope and artistic styles. • Working with Batman Arkham City HD, Batman Arkham Asylum HD 2015 Warner Brothers Games PS4 and XBOXone project, 2 full game development products, leading 85+ people on programming, rendering, character, animation, environment, concept, VFX and UI teams. As well as setting and executing Art and Lighting directions on these 2 games! Show less

    • Canada
    • 1 - 100 Employee
    • Product Manager and Founder
      • Dec 2010 - Sep 2014

      • 2014 Zombies Don't Touch Me - Unity Engine Product iOS • 2013 Fruits And Friends iOS and Android • 2012 Allie Hamilton iOS • 2011 Raging Birds iOS -Setting art direction/ style -Creating visual targets -Developing protocols for art work -Mentoring and build confidence in artists -Ensuring highest game quality to exceed consumer expectations -Planning production schedule -Working closely with all departments, including marketing -Directing teams (internal and third parties) to complete project on time -Conducting marketing research -Visionary game planning -Product development -Team building and management -Product monetization strategies -Communicating among art team, programming team and marketing team -Social network management -Strategic problem solving Show less

    • TRON EVOLUTION – Lighting Lead
      • Jul 2009 - Oct 2010

      • Working with Worked directly with the technical art director and rendering programmer to develop the character and world lighting pipeline using UnReal Engine 3 and BEAST program. • Working with Went through all the TRON Legacy Film concepts and designs to form TRON Evolution game visual and lighting direction. • Working with Worked directly with the lead rendering programmer to implement the real-time character reflection for TRON Evolution's character lighting. • Worked with all art leads and directors to materialize the visual and quality in-game. • Producing lighting for all Cinematic. • Providing in-game art and special screenshot lightings for marketing. • Designated as Hiring manager to interview and recruit the lighting team for TRON project. • Schedule and budget management for lighting production. • Worked with core team producer and outsourcing team producer to minimize the production risks. • Participated in lighting art seminar presentation as one of the 4 speakers at Vancouver Film School and A.I. in Vancouver Canada. Show less

    • True Crime Hong Kong (Sleeping Dogs) – Lighting Director
      • Feb 2009 - Jul 2009

      • Worked directly with the art director to develop the visual and style in-game. • Worked directly with rendering programs on the Deferred Rendering lighting system pipeline and workflow. • Simplified the lighting pipeline and workflow with the rendering and technical teams to drastically cut down the iteration time and greatly improved the visual production flow and momentum. • Worked with art director to interview and recruit the lighting team for the True Crime project. • Worked directly with the art director to develop the visual and style in-game. • Worked directly with rendering programs on the Deferred Rendering lighting system pipeline and workflow. • Simplified the lighting pipeline and workflow with the rendering and technical teams to drastically cut down the iteration time and greatly improved the visual production flow and momentum. • Worked with art director to interview and recruit the lighting team for the True Crime project.

    • Lighting Lead. Lighter
      • Jan 2001 - Apr 2008

      SKATE2, PS3 and XBOX 360 SKATE, PS3 and XBOX 360 NHL 07, XBOX 360 Fight Night Round 3, PS3 NBA Street HomeCourt, XBOX 360 Syndicate, XBOX 360 Game box cover art Marvel Nemesis, PS2 and XBOX FIFA 06, PS2 and XBOX360 FIFA Street, PS2 and XBOX NBA Street2, PS2 and XBOX SSX3, PS2 and XBOX MVP 2004, PS2 and XBOX BMX Mountain Biking Prototype, PS2 and XBOX MVP 2003, PS2 and XBOX SSX Tricky, PS2 and XBOX SKATE2, PS3 and XBOX 360 SKATE, PS3 and XBOX 360 NHL 07, XBOX 360 Fight Night Round 3, PS3 NBA Street HomeCourt, XBOX 360 Syndicate, XBOX 360 Game box cover art Marvel Nemesis, PS2 and XBOX FIFA 06, PS2 and XBOX360 FIFA Street, PS2 and XBOX NBA Street2, PS2 and XBOX SSX3, PS2 and XBOX MVP 2004, PS2 and XBOX BMX Mountain Biking Prototype, PS2 and XBOX MVP 2003, PS2 and XBOX SSX Tricky, PS2 and XBOX

    • Canada
    • Animation and Post-production
    • 1 - 100 Employee
    • CG 3D IMAX Film Visual Specialist Mainframe Entertainment Inc
      • Jul 1997 - Dec 2000

      Gulliver's Travels - CG 3D IMAX Film – Film Visual Specialist • Eye visual field and movement tracking, setting color direction, environment modeling, texturing, lighting, post effects and final compositing for 3D IMAX feature film. • Worked with engineering to determine on motion speed for camera and characters. • Action Man / War Planet - CG TV - Lighting/ Texturing Specialist • Environment modeling, texturing and lighting. Gulliver's Travels - CG 3D IMAX Film – Film Visual Specialist • Eye visual field and movement tracking, setting color direction, environment modeling, texturing, lighting, post effects and final compositing for 3D IMAX feature film. • Worked with engineering to determine on motion speed for camera and characters. • Action Man / War Planet - CG TV - Lighting/ Texturing Specialist • Environment modeling, texturing and lighting.

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