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UNLEASHED

CREATIVITY

Dinosaur Animations: Brent Wilson
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1580008496970 (1).jpg

28+ Years in the Video Game Industry

In the realm of gaming, the role of creative director means being a Wizard of Ideas, mixing imagination with a pinch of tech know-how. Molding worlds from mere concepts, crafting epic quests and characters that leap off screens. We weave inspiration, kindle courage, and mentor fellowship, nurturing  arcane talents to conjure forth a game universe that is a beacon of fun and wonder for players. 

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Creating games should be as fun as playing them!

Featured Games

Key Responsibilities and Achievements

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PRIMAL HUNT ROBLOX
(Creative Director)

Adapted Primal Hunt to Roblox : Translated the VR experience into a fast-paced RPG/action game. Developed Fast-Paced Combat : Designed an engaging, skill-based combat system optimized for Roblox. Created Open-World Multiplayer Combat : Designed large-scale battles with dynamic encounters. Refined RPG Progression Systems : Developed leveling and player customization. Worked with Designers on AI Behaviors : Helped craft dynamic dinosaur hunting, pack behaviors, and territory systems. Implemented Realistic Inventory & Crafting : Designed an interactive system for gear, weapons, and resources. Designed Open-World Exploration : Built diverse biomes, hidden areas, and unique encounters. Integrated Dynamic Event Systems : Created world events, boss fights, and player-driven missions. Balanced Combat & Weaponry : Designed melee, ranged, and tactical combat mechanics. Directed UI & UX for Roblox : Created an intuitive interface tailored for console, PC, and mobile players. Led Marketing & Community Engagement : Developed promotional materials, social content, and events to build the player base.
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PRIMAL HUNT VR
(Creative Director)

Designed Real-Scale Dinosaurs : Worked with Art team to create life-sized, highly detailed dinosaurs for immersive encounters. Developed Full-Body Locomotion : Implemented smooth movement, climbing, traversal. Crafted VR Combat System : Dynamic bow-and-arrow combat system with realistic physics. Created Advanced AI Behaviors : Designed dinosaur AI with hunting patterns, territorial instincts, and adaptive reactions. Integrated Hand Tracking & Gestures : Enabled natural interaction for aiming, shooting, and environmental interactions. Developed Physics-Based Interactions : Designed realistic grabbing, throwing, and object manipulation. Built Adaptive Haptics & Feedback : Implemented force feedback for weapons, impacts, and environmental effects. Engineered Stealth & Cover Systems : Introduced sound-based AI detection and terrain-based stealth mechanics. Produced Immersive UI & UX : Developed intuitive in-game menus, HUD elements, and diegetic interfaces. Directed Cinematic & Storytelling Elements : Implemented narrative sequences and immersive world-building. Led Marketing & Branding Efforts : Created trailers, promotional materials, pitch decks, and websites.

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Final Assault VR
(Creative Director)

Pioneered VR RTS Gameplay : Developed an innovative real-time strategy experience optimized for VR. Implemented Spatial Awareness Mechanics : Designed intuitive camera controls and 3D battlefield navigation. Created Hands-On Unit Control : Enabled players to physically grab and deploy troops in real-time. Designed Draw-Path Command System : Worked with engineers to develop a tactile system for directing ground and air combat by drawing movement paths. Worked with Designers on AI Combat Systems : Helped refine dynamic enemy behaviors and adaptive battle strategies. Integrated Large-Scale Warfare in VR : Designed battlefields with detailed unit interactions, aerial dogfights, and ground skirmishes. Refined UI & UX for VR RTS : Developed an intuitive interface for commanding large-scale battles without overwhelming players. Optimized for Competitive Play : Balanced units, tactics, and combat flow for strategic depth. First VR RTS in World Cyber Games : Achieved official acceptance into WCG Esports, setting a new standard for VR strategy gaming. Worked with Engineers on Motion & Comfort Features : Helped create optimized movement mechanics to reduce motion sickness. Led Multiplayer & Online Strategy : Designed competitive matchmaking, team-based warfare, and player-versus-player engagements. Directed Marketing & Esports Integration : Produced trailers, tournaments, and promotional content to support community growth

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DC Universe Online
(Studio Art Director)

Led Artistic Direction & Development : Guided the visual and creative execution of major titles, including Star Wars Galaxies and DC Universe Online. Maintained Brand Integrity : Worked closely with LucasArts, Warner Bros., and DC Comics to ensure authenticity and respect for their IPs. Collaborated Across Disciplines : Partnered with designers, artists, programmers, and writers to align gameplay, storytelling, and technical execution. Managed Timelines & Budgets : Ensured projects were delivered on schedule and within financial constraints. Shaped Immersive Gameplay : Leveraged industry expertise and player insights to craft engaging experiences. Coordinated Multi-Studio Development : Oversaw collaboration across multiple studios, maximizing efficiency and talent. Navigated Licensing Agreements : Negotiated complex terms to protect creative and business interests. Worked closely with brand holders, such as LucasArts, Warner Bros., and DC Comics, to ensure games respected and upheld their intellectual properties and interests Collaborated with cross-functional teams, including designers, artists, programmers, and writers, to align creative vision with gameplay mechanics, storytelling, and technical feasibility. Managed timelines and budgets effectively, ensuring that projects were delivered on schedule and within financial parameters Leveraged extensive industry experience and understanding of player preferences to guide development of immersive and engaging gameplay experiences Oversaw coordination and integration of multiple studios, ensuring seamless collaboration and leveraging strengths of each location. Successfully navigated complex licensing agreements, negotiating terms and conditions to protect interests of all parties involved.

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Gears of War- Outsourcing
(Animation Farm) Animator

Created Prototype Models for Gameplay : Developed early character, weapon, and environmental models to test mechanics and visual direction. Designed Environment Prototypes : Built modular level assets and terrain elements to refine cover-based combat and player movement. Built High-Detail Props : Designed interactive and destructible props to enhance environmental storytelling. Supported Cover & Destruction Systems : Designed assets that worked with Gears' signature cover-based combat mechanics. Collaborated with Epic Games Art & Tech Teams : Ensured prototype assets met the artistic vision and technical constraints.

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Unreal Tournament 2004
(Animation Farm) Animator

Produced 10 Playable Characters : Created high-quality character models and animations for Unreal Tournament 2004. Developed Gameplay Prototypes : Designed and animated prototype assets to refine combat and movement mechanics. Worked with Developers & Art Leads : Collaborated closely with Epic Games to ensure artistic and gameplay alignment. Developed Secondary Animations : Created subtle character movements Ensured Brand & Style Consistency : Maintained Unreal Tournament 2004’s signature sci-fi aesthetic and fast-paced action. Created Opening NVIDIA Cinema : Developed the cinematic animation featured in Unreal Tournament 2004’s NVIDIA-powered intro.

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Unreal Tournament 2004
(Animation Farm) Animator

Produced 10 Playable Characters : Created high-quality character models and animations for Unreal Tournament 2004. Developed Gameplay Prototypes : Designed and animated prototype assets to refine combat and movement mechanics. Worked with Developers & Art Leads : Collaborated closely with Epic Games to ensure artistic and gameplay alignment. Developed Secondary Animations : Created subtle character movements Ensured Brand & Style Consistency : Maintained Unreal Tournament 2004’s signature sci-fi aesthetic and fast-paced action. Created Opening NVIDIA Cinema : Developed the cinematic animation featured in Unreal Tournament 2004’s NVIDIA-powered intro.

Shout out to our  amazing SOE Austin Team on DCUO. 
Shout out to our  amazing SOE Austin Team on DCUO. 

Featured Games

With experience in AAA and indie game development, I've led immersive projects across platforms, from outsourcing major titles to launching original games. Skilled in blending artistic vision with strategic execution, I ensure creative and technical excellence at every stage of production.

roblox.png

Creative Director

• Created action trailer with video capture, editing, audio, and full composition. •Adapted Primal Hunt to Roblox, transforming the VR experience into a fast-paced RPG/action game. •Designed skill-based combat optimized for Roblox. •Created large-scale multiplayer battles with dynamic encounters. •Developed RPG progression, leveling, and customization. •Assisted in AI design for dinosaur hunting, pack behaviors, and territory systems. •Implemented interactive inventory and crafting for gear and weapons. •Designed diverse biomes, hidden areas, and exploration elements. •Created dynamic world events, boss fights, and player-driven missions. •Balanced melee, ranged, and tactical combat mechanics. •Designed an intuitive UI/UX for console, PC, and mobile. •Led marketing, social content, and community engagement

Primal Hunt Splash.png

Creative Director

• Created action trailer with video capture, editing, audio, and full composition. •Developed full-body locomotion with smooth movement, climbing, and traversal. •Crafted a dynamic VR bow-and-arrow combat system with realistic physics. •Created advanced dinosaur AI with hunting, territorial, and adaptive behaviors. •Integrated hand tracking for natural aiming, shooting, and interactions. •Designed physics-based grabbing, throwing, and object manipulation. •Built adaptive haptics for weapons, impacts, and environmental effects. •Engineered stealth mechanics with sound-based AI detection and terrain cover. •Produced intuitive in-game menus, HUD elements, and diegetic UI. •Directed cinematic storytelling and immersive world-building. •Led marketing efforts, including trailers, branding, and promotional content.

Final Assault Banner Oculus Vive.png

Creative Director

•Pioneered VR RTS Gameplay : Developed an innovative real-time strategy experience optimized for VR. •Implemented Spatial Awareness Mechanics : Designed intuitive camera controls and 3D battlefield navigation. •Created Hands-On Unit Control : Enabled players to physically grab and deploy troops in real-time. •Designed Draw-Path Command System : Worked with engineers to develop a tactile system for directing ground and air combat by drawing movement paths. •Worked with Designers on AI Combat Systems : Helped refine dynamic enemy behaviors and adaptive battle strategies. •Integrated Large-Scale Warfare in VR : Designed battlefields with detailed unit interactions, aerial dogfights, and ground skirmishes. •Refined UI & UX for VR RTS : Developed an intuitive interface for commanding large-scale battles without overwhelming players. •Optimized for Competitive Play : Balanced units, tactics, and combat flow for strategic depth. •First VR RTS in World Cyber Games : Achieved official acceptance into WCG Esports, setting a new standard for VR strategy gaming. •Worked with Engineers on Motion & Comfort Features : Helped create optimized movement mechanics to reduce motion sickness. •Led Multiplayer & Online Strategy : Designed competitive matchmaking, team-based warfare, and player-versus-player engagements. •Directed Marketing & Esports Integration : Produced trailers, tournaments, and promotional content to support community growth

DC Universe Online.png

Studio Art Director

•Led Artistic Direction & Development: Guided the visual and creative execution of major titles, including Star Wars Galaxies and DC Universe Online. •Maintained Brand Integrity: Worked closely with LucasArts, Warner Bros., and DC Comics to ensure authenticity and respect for their IPs. •Collaborated Across Disciplines: Partnered with designers, artists, programmers, and writers to align gameplay, storytelling, and technical execution. •Coordinated Multi-Studio Development: Oversaw collaboration across multiple studios, maximizing efficiency and talent. •Navigated Licensing Agreements: Negotiated complex terms to protect creative and business interests. •Worked closely with brand holders, such as LucasArts, Warner Bros., and DC Comics, to ensure games respected and upheld their intellectual properties and interests •Managed timelines and budgets effectively, ensuring that projects were delivered on schedule and within financial parameters •Oversaw coordination and integration of multiple studios, ensuring seamless collaboration and leveraging strengths of each location.

Gears_of_war_cover_art.jpg

Animation Farm-CEO

•Created Prototype Models for Gameplay : Developed early character, weapon, and environmental models to test mechanics and visual direction. •Designed Environment Prototypes : Built modular level assets and terrain elements to refine cover-based combat and player movement. •Built High-Detail Props : Designed interactive and destructible props to enhance environmental storytelling. •Supported Cover & Destruction Systems : Designed assets that worked with Gears' signature cover-based combat mechanics. •Collaborated with Epic Games Art & Tech Teams : Ensured prototype assets met the artistic vision and technical constraints.

Unreal_Tournament_2004_Coverart.png

Animation Farm-CEO

•Produced 10 Playable Characters : Created high-quality character models and animations for Unreal Tournament 2004. •Developed Gameplay Prototypes : Designed and animated prototype assets to refine combat and movement mechanics. •Worked with Developers & Art Leads : Collaborated closely with Epic Games to ensure artistic and gameplay alignment. •Developed Secondary Animations : Created subtle character movements •Ensured Brand & Style Consistency : Maintained Unreal Tournament 2004’s signature sci-fi aesthetic and fast-paced action. •Created Opening NVIDIA Cinema : Developed the cinematic animation featured in Unreal Tournament 2004’s NVIDIA-powered intro.

SKILLS

  • Creative vision and direction

  • Game design principles and mechanics

  • Narrative development and storytelling

  • World-building and player immersion

  • Cross-disciplinary collaboration

  • Team leadership and mentorship

  • Project planning and pipeline management

  • Outsourcing and vendor coordination

  • Budget and resource management

  • UX/UI design fundamentals

  • Technical proficiency in game engines (Unreal Engine, Unity)

  • Innovation in gameplay and interactive experiences

  • Live service game development and content updates

  • Presentation and pitching skills for stakeholders

Dinosaur Animations:  Bren Wilson

Michael Daubert/Creative Director

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As a Creative Director, my passion for innovation drives me to explore emerging technologies and foster collaboration, creating experiences that captivate players and shape the future of entertainment. Creativity thrives through teamwork. Below is a glimpse of the projects I’ve been honored to collaborate on. All rights belong to their respective artists and studios.

IP PARTENERS

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