Key Production Management Team
Art Director – Jeff Connelly
Jeff Connelly manages WXP’s internal, contract and external art out-sourcing. He defines art style and concepts with the Creative Director and Lead Designer, creates and manages the art production pipeline, collaborates with producers to manage art schedules, directs artists in the vision, style, modeling, texture, and lighting required for games, ensures the Art team delivers innovative art techniques and production, and facilitates communication between Art and all departments to execute on each project's vision. Jeff is a veteran of 13 titles including Scene It? Lights, Camera, Action, Greg Hasting Tournament Paintball, Lord of the Rings, and Cyber Space Mountain Roller Coaster.
Technical Art Director – Sky Kensok
Sky has been in the gaming business for over 15 years with 13 shipped titles. He has worked with some of the top publishers and developers in the industry, including Sierra, Disney, Vivendi Universal, Activision and Microsoft. He troubleshoots and corrects art runtime performance issues; coordinates with all departments to ensure product stability and runtime performance; specifies and develops art production tools that meet artists’ needs; develops training programs for art staff; coordinates with the engineering department to ensure artists are following the latest best practices; and identifies ways to increase efficiencies in artist workflow and production pipelines.
Creative Director – Lyndon Sumner
Lyndon guides WXP's concepting, prototyping and planning to help define a project's scope and achieve a shared creative vision that represents the interests of clients and partners. He’s in charge of creating overall gameplay concepts and mechanics, oversees the design process, writes and maintains design documents, establishes creative values, frames concepts and project goals, and manages the design team to implement that creative vision. Shipped titles include Fellowship of the Ring, Greg Hastings Tournament Paintball and Scene It? Lights, Camera, Action.
Environment Lead – Chris Cvetkovich
Chris Cvetkovich has worked in the graphic arts industry for over fifteen years with a focus on video games for the past ten. As the founder of Arbeit Communications, Chris began his career in the print and design sector creating content for such clients as Intel, AMD, ATI, NVIDIA and Royal Caribbean among others. Chris has worked on seven shipped titles. As Lead Environment Artist at WXP, Chris has successfully managed several large teams of on-staff and contract artists and level designers, always delivering an unfailing style of design and art on schedule.
Character Lead – Mark Cvetkovich
Mark Cvetkovich has a degree in fine arts from Sint-Maartens College in the Netherlands. Mark has shipped 10 titles and worked on dozens of other game related projects. He supervises the character artists and establishes the visual direction of game content, works with the producer and department leads to define the scope of the project and character assets required, interfaces with programming to integrate and troubleshoot implementation of character assets, and assists individual artists on specific tasks to ensure a successful and consistent visual style
Lead Engineer – David Koenig
David leads WXP's engineering staff and manages programming tasks and technology deployment to support simultaneous development on multiple projects and platforms. On the corporate level, he defines WXP's technology objectives, sets goals, designs strategies, and plans tactical implementations of engine and toolset improvements. David has been an engineer in the games industry for 10 years. He is the author of multiple articles published in the Game Programming Gems book series. David earned a BS from the University of Houston and is also an instructor at the UW Outreach Program, where he teaches network and multiplayer game programming.
Lead Gameplay Engineer – Darren Schoen
Darren Schoen is WXP's Lead Gameplay Engineer. He graduated cum laude from University of Michigan with a BSE in Aerospace Engineering. He’s been with WXP since 2001, starting as a scripter for Lord of the Rings. He moved on to UI and gameplay engineering for Greg Hastings Tournament Paintball and Scene It? Lights, Camera, Action. He is the Lead and AI programmer on WXP's current project. Prior to WXP, he was a toolkit programmer for CAD developer PTC.
Lead Designer – Jay Minn
Jay has been the Lead Designer, Producer or Creative Director on over 40 titles in the Social Gaming/Casual Gaming space over the last 17 years. His extensive resume spans from the 1991 interactive television edition of Jeopardy to last year’s critically acclaimed Xbox360 Live Arcade title, Carcassonne. In 2005, his digitally distributed Fate was nominated for PC Gamer’s RPG of the year, pushing the boundaries of traditional “casual” games. He was most recently the Creative Director of Secret Lair Studios, which was acquired by Sierra Online, Creative Director at Wild Tangent, CEO of BLAM!, and Lead Designer at Crystal Dynamics.
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Business Management Team
Patrick Moynihan, Jeff Connelly, Sky Kensok and Lyndon Sumner teamed-up in 1997 to form WXP. They own the company and serve as its board of directors, setting the strategic creative and business direction of the company.
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