Game Art and Design @
Art Institutes International, CA
My passion lies with designing games. I have a background in the arts - both as an oil painter and a classical ballet dancer, and I view video games as a natural evolution of my life long interest in creating and presenting new worlds to explore. With games, we have a great opportunity to see how people
My passion lies with designing games. I have a background in the arts - both as an oil painter and a classical ballet dancer, and I view video games as a natural evolution of my life long interest in creating and presenting new worlds to explore. With games, we have a great opportunity to see how people interact with our worlds, then we can respond to those reactions and fine-tune the experience. If I had to draw a parallel through games, dance, and the visual arts I would say that the common thread is: all forms of art are trying to communicate an experience to an audience.
My shipped titles include: Running with Friends, Hidden Shadows, Hidden Chronicles, Deadliest Catch: Derby Grounds, MogoBall, CIA: Operation Ajax, Art Producer for Sony Playstation Home, Aurora Feint, Earth Eternal; Cowboys vs Zombies and Warner Brother’s Sherlock Holmes Mysteries. I also define myself by the following extra-curricular activities; Painter, (retired)Ballet Dancer, Urban Farmer, Back Country Hiker, 3D Artist, and Father.
Specialties: Game Design, Production Management, 3D Modeling, Art Direction
Senior Game Designer @ From February 2015 to Present (11 months) Senior Game Designer @ At KIXEYE, my role as Senior Game Designer involved developing new features, managing the implementation and/or adjustment of existing features, and paring down the feature backlog by reducing scope of undeveloped features and breaking larger features up into multiple sprints of achievable execution goals. I was also tasked with managing the new user experience and all single player content. While there, I was part of the team that took a game from early production to test market, and I took part in all of the global launch feature set designs.
I had two direct reports; a Level Designer and a Systems Designer. I reported directly to the Creative Director and co-founder of KIXEYE. From January 2014 to January 2015 (1 year 1 month) Senior Game Designer @ I happily joined Zynga in April of 2012 to work on the hidden object game Hidden Chronicles as a Game Designer. My responsibilities revolved around supporting the live game by working with the narrative designer and content teams to provide fresh and interesting content and new quests to our players. The best part about this aspect of the job was listening to player feedback and responding quickly - keeping players engaged with an ever evolving game through new quests and hidden object scenes to explore, and eventually new features to play.
After Hidden Chronicles, I moved to the new hidden object game in development called Hidden Shadows, a crime-themed hidden object game with adult content. From that project I moved to new IP, where I began pitching new game ideas and working with smaller, nimble teams within the Zynga organization to bring new games to the mobile market.
I enjoyed the challenge of developing new ideas within such a large organization, and thinking on the scale that Zynga operates on in terms of millions of players. From April 2012 to January 2014 (1 year 10 months) Art Director @ As Art Director for Hive Media, my responsibilities all revolved around the art department. This included creating a pipeline for the delivery of art for all of Hive Media's projects and pitches; managing the art schedule; assigning and critiquing work; and developing the look and feel of existing game projects, new projects, and pitches; and creating style guide documentation.
While there, I was part of the redesign for the existing property "Deadliest Catch", which was re-launched as "Deadliest Catch: Derby Grounds", as well as providing the art direction for the fantasy football social game "MogoBall" and the iPad game "Zombie Nation". From August 2011 to January 2012 (6 months) Creative Director, Founder @ Tall Chair, Inc began life as an art services company, specializing in art production and design for mobile devices. Soon after its founding, Scott has been seeking opportunities to expand Tall Chair into other facets of the mobile market.
By winter 2009 Tall Chair expanded beyond art services into full development with the release of Sherlock Holmes Mysteries in a partnership with Warner Bros., Goyo Mobile, and Manifest Games. Shortly after the release of Sherlock, Tall Chair closed its first round of funding and began full-scale development of original IP, and tools for creating interactive content on iOS devices.
In Fall of 2010, Tall Chair pivoted it's business model away from the games market and into the interactive media market, specifically focusing on a suite of tools for content creators called The Active Reader.
By December of 2010 the pilot project for The Active Reader toolset was shipped in partnership with Cognito Comics called Operation Ajax - an interactive graphic novel based on the works of Stephen Kinzer.
Tall Chair announced the official release of The Active Reader in late February, 2010. From April 2009 to October 2011 (2 years 7 months) Game Design @ As Game Designer for Lamplighter Studios, my job is to develop Game Design Documentation for current and upcoming projects. This often includes writing and creating pitches for new projects, as well as maintaining fresh documentation for ongoing and current work. I am also called on to create a Design Estimate for new projects. This Design Estimate is then used by Production to determine the time and cost that a project requires. From January 2009 to April 2009 (4 months) Producer @ As Producer for Lamplighter Studios the most significant portion of my duties was to maintain the forward movement of the projects I was overseeing. At the beginning of a project this entails several client meetings to define the project goals, parameters, and the schedule. From that point forward I activate the art team and give out the art assignments and scheduling required to complete the project on target. Once a project is activated I monitor its progress, unclog any bottlenecks that develop during the production process and solve any problems that may arise.
The Producer at Lamplighter acts as a liaison between the client and the art team, keeping the client updated on the projects' progress, turning in deliverables and relaying any pertinent feedback from the client back to the art leads. The Producer is also responsible for the profitability of a project, so close monitoring of the budget is a daily exercise. From August 2008 to December 2008 (5 months) Flash Designer, 3D Modeler @ The Special Effects Department for the Church of Scientology. My work there included the creation of 3D scenes using a combination of assets created by myself and other artists on site, as well as the animation of 3D landscapes (water, simple pfx, birds flying by, trees waving in wind, stuff like that). I also prepared a significant amount of web content that is used for these sites:
I am not myself a member of the Church of Scientology. From April 2008 to July 2008 (4 months) Lead Designer @ This position in the company required client contact to develop the scope of their design needs. Most of this work involved creating album art for CD and DVD - packaging art for the case, any insert art needed (booklets, etc.) and the label for the disc itself. From September 2006 to August 2007 (1 year) QA Associate @ From May 2006 to September 2006 (5 months) Production Supervisor @ From December 2005 to May 2006 (6 months) Design Intern @ From October 2005 to March 2006 (6 months)
Bachelor of Science in Game Art and Design, Game Art and Design @ Art Institutes International - California, San Francisco From 2003 to 2008 Game Art and Design, Game Design and Production @ Art Institutes International, CA From 2003 to 2008 Scott Stevens is skilled in: Video Game Design, Art Direction, Project Management, Mobile Games, Social Games, Maya, Public Speaking, Presenter, Pitching, Conflict Management, Outdoor Recreation, Oil Painting, Video Game Enthusiast, Video Games, Game Design
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