SEAN TURBITT
San Francisco , CA
objective
to be part of and augment a team of talented, passionate, creative people working together to build something extraordinary. to be challenged, to discover, to grow, to surprise. to do good, show up, participate, give more than I take, plant some trees and save the bees.
to be part of and augment a team of talented, passionate, creative people working together to build something extraordinary. to be challenged, to discover, to grow, to surprise. to do good, show up, participate, give more than I take, plant some trees and save the bees.
experience
A R T M A N A G E R / A R T D I R E C T O R
N I A N T I C, I N C. San Francisco, CA
2022 - 2023
- managed a dynamic visual design team for an AR location-based game, overseeing concept design to final asset production
- mentored concept artists, 3D artists, and animators, optimizing their processes and pipelines for high-quality asset delivery
- collaborated with cross-functional leaders to align team efforts, setting clear goals and objectives
- managed schedules, and resolved production challenges, fostering a culture of creativity, excellence, and effective execution
- nurtured and maintained productive relationships with external partners, ensuring smooth collaboration and communication
S E N I O R O U T S O U R C E M A N A G E R / A R T P R O D U C E R
M A N T I C O R E G A M E S San Mateo, CA
2020 - 2022
- bridged internal product need with external development
- partnered with production in maintaining long term external development roadmap and budgets for live cadence
- interfaced with character, environment, tech art, and animation leads in comprehending style & tech guides
- provided clear and concise visual and technical feedback to external partners
- responsible for consistent visual quality of hi-res art production
- producer for internal environment team, increasing velocity and efficiency
A R T O U T S O U R C E M A N A G E R / L E A D E N V I R O N M E N T A R T I S T
E L E C T R O N I C A R T S / I N D U S T R I A L T O Y S Pasadena, CA
2018 - 2020
- defined and documented visual style, technical standards and pipeline for environments
- created textures, models and levels for mobile first-person shooter in Unreal Engine
- managed and mentored internal artists
- created outsourcing pipeline and best practices, managed outsource budgets and roadmap
- managed the work and relationships with multiple Art Vendors
- provided clear and concise visual and technical feedback to external partner
O U T S O U R C E P R O D U C E R
H O U Z Z Palo Alto, CA
2018
- managed internal and external 3D asset production for augmented reality platform
- identified, analyzed and evaluated potential vendors, negotiated contracts, rate and schedules
- provided constructive written and visual feedback to vendors increasing quality and velocity
A S S O C I A T E D I R E C TO R - A R T A N D P R O D U C T I O N
Z Y N G A San Francisco, CA
Z Y N G A San Francisco, CA
2014 - 2018
- managed, lead, and directed internal and external art teams for FarmVille: Tropic Escape
- managed, lead, and directed internal and external art teams for FarmVille: Tropic Escape
- defined art style to succeed on mobile devices, creating a fresh new look for the FarmVille brand
- helped bring project from concept to launch in 8 months
- worked directly with development team to define and create efficient pipeline in Unity Engine
- helped bring project from concept to launch in 8 months
- worked directly with development team to define and create efficient pipeline in Unity Engine
- advised Central Services on outsourcing best practices
- art director and outsource manager for unannounced title
- art director and outsource manager for unannounced title
O U T S O U R C E M A N A G E R
E L E C T R O N I C A R T S / M A X I S Emeryville CA
E L E C T R O N I C A R T S / M A X I S Emeryville CA
2012 - 2013
- managed and tracked the flow of complex art assets for SimCity5, increasing productivity and efficiency
- collaborated with Art Directors defining and communicating standards for visual quality
- worked closely with Development Director to track, organize, and document outsourced needs and assets
- checked technical validity, style and quality of all art assets
- created outsourcing pipeline and best practices, managed outsource budgets and roadmap
- managed and tracked the flow of complex art assets for SimCity5, increasing productivity and efficiency
- collaborated with Art Directors defining and communicating standards for visual quality
- worked closely with Development Director to track, organize, and document outsourced needs and assets
- checked technical validity, style and quality of all art assets
- created outsourcing pipeline and best practices, managed outsource budgets and roadmap
D E S I G N E R
A N G E L A M A T T A R C H I T E C T S San Francisco, CA
2010 - 2012
- retail and residential architecture services
- redesigned Restoration Hardware stores nationwide
- provided schematic design development, 3d modeling, rendering, graphic design, and construction documents
- retail and residential architecture services
- redesigned Restoration Hardware stores nationwide
- provided schematic design development, 3d modeling, rendering, graphic design, and construction documents
E N V I R O N M E N T A R T L E A D
V I S U A L C O N C E P T S Novato CA
V I S U A L C O N C E P T S Novato CA
2009 - 2010
- art lead on the most successful basketball franchise, NBA 2K11, shipping 5 million units
- defined art pipeline, collaborating with engineers, improving efficiency and visuals
- rebuilt all environments, models, textures and lighting, 35 arenas and 80 courts, in 10 months
- art lead on the most successful basketball franchise, NBA 2K11, shipping 5 million units
- defined art pipeline, collaborating with engineers, improving efficiency and visuals
- rebuilt all environments, models, textures and lighting, 35 arenas and 80 courts, in 10 months
A R T A N D P R O D U C T I O N D I R E C T O R
P L A N E T N I N E S T U D I O S San Francisco CA
2008 - 2009
- project and art department management including scheduling, hiring and reviews
- demo production, data production, outsourcing and QA management
- designed and produced 3D models, textures, animations, video, and user interface
- project and art department management including scheduling, hiring and reviews
- demo production, data production, outsourcing and QA management
- designed and produced 3D models, textures, animations, video, and user interface
F R E E L A N C E D I G I T A L A R T I S T Providence RI
2001 - 2008
- worked several years for cutting edge online racing sim, iRacing, constructing virtual race tracks
- created concepts, models and textures for various clients and projects, including Asheron’s Call 2
- worked several years for cutting edge online racing sim, iRacing, constructing virtual race tracks
- created concepts, models and textures for various clients and projects, including Asheron’s Call 2
A R T D I R E C T O R
P L A N E T A R Y A R T S Marblehead MA
2001
- created and managed art department and identified and documented art technical needs for start-up
- conceptualized and designed architecture, environments, vehicles, and characters
- identified and managed all outsource partners for art resources
- created and managed art department and identified and documented art technical needs for start-up
- conceptualized and designed architecture, environments, vehicles, and characters
- identified and managed all outsource partners for art resources
A R T D I R E C TO R / L E A D E N V I R O N M E N T A R T I S T
T U R B I N E E N T E R TA I N M E N T S O F T W A R E Westwood MA
T U R B I N E E N T E R TA I N M E N T S O F T W A R E Westwood MA
2000
- managed team of 35 artist including staffing, scheduling, evaluations, and mentoring
- created and implemented artistic vision for multiple, concurrent projects
- assured artistic and technical excellence of all art assets, hitting all target deliverables and dates
- managed team of 35 artist including staffing, scheduling, evaluations, and mentoring
- created and implemented artistic vision for multiple, concurrent projects
- assured artistic and technical excellence of all art assets, hitting all target deliverables and dates
S E N I O R E N V I R O N M E N T A R T I S T / L E V E L A R C H I T E C T
B U N G I E S O F TW A R E San Jose CA
1998 - 1999
- brought on team as a senior, experienced presence to work with an inexperienced team
- designed and built levels and developed game play and story for anime inspired action title
- collaborated with engineers on tools development, improving art production process
- brought on team as a senior, experienced presence to work with an inexperienced team
- designed and built levels and developed game play and story for anime inspired action title
- collaborated with engineers on tools development, improving art production process
L E A D A R T I S T / S E N I O R 3 D A R T I S T
P A P Y R U S D E S I G N G R O U P Watertown MA
1996 - 1998
- managed 30 internal artists and helped create and manage outsource art studio in Russia
- lead 3d artist on successful racing simulations, NASCAR Racing and Grand Prix Legends
- managed 30 internal artists and helped create and manage outsource art studio in Russia
- lead 3d artist on successful racing simulations, NASCAR Racing and Grand Prix Legends
education
W A S H I N G T O N U N I V E R S I T Y St. Louis MO
S C H O O L O F A R C H I T E C T U R E
M A S T E R O F A R C H I T E C T U R E P R O G R A M
summer program in Rome, Italy
1989 - 1992, 1995
H A R V A R D U N I V E R S I T Y Cambridge MA
B A C H E L O R O F A R T S
V I S U A L A N D E N V I R O N M E N T A L S T U D I E S
concentration in drawing and design
1985 - 1989
published video game titles
Peridot
Core
Battlefield Mobile
FarmVille: Tropic Escape
FarmVille: Tropic Escape
SimCity
NBA 2k11
NBA 2k10
iRacing
Asheron’s Call 2
Asheron’s Call
Oni
Grand Prix Legends
NASCAR Racing 2: Grand National
NASCAR Racing 2
NASCAR Racing 2
software
Maya
3ds Max
Substance
Unreal
Unity
Adobe Suite
G-Suite
Jira
ShotGrid
Perforce