
Certified Scrum Master with extensive CGI pipelines and game development workflow experience

Pixelsubs – Vancouver
2022 – Present
CREATIVE PRODUCER – Setting clear goals, optimizing production workflows and pipelines and implementing action plans to overcome daily challenges.
Cultivating connections and relationships with the key project stakeholders. Hiring and managing the 3D Art team. Overseeing all asset creation for the Unreal engine. Supervising the project aesthetic and pushing the creative boundaries.

Ludia – Montreal
2019 – 2021
ASSOCIATE PRODUCER – Managing the daily operations of the game team. Working directly with the Product Owner focusing on tactical project management, including sprint management, tracking dev tasks, organizing standups, and running playtests.
Guiding feature development, prioritizing tasks, managing risks and ensuring timely and quality delivery while fostering relationships with teams and stakeholders.

Ubisoft – Toronto
2017 – 2019
PRODUCTION MANAGER – Setting clear goals, optimizing production workflows and pipelines and implementing action plans to overcome daily challenges.
Forward-thinking, anticipating and mitigating risks while maintaining open and productive lines of communication within the team and to key stakeholders.

Ubisoft – Montreal
2015 – 2017
PRODUCTION MANAGER – Responsible for the hiring, managing and well-being of the Lighting, Branding, Biomes and Procedural Tools departments. Driving these teams to meet project milestones while upholding pre-established quality targets.
Setting a clear vision for my area of focus, establishing a long-term roadmap, creating schedules, and defining development strategies and budgets.

Capcom – Vancouver
2012 – 2015
PRODUCTION MANAGER – Responsible for the hiring, managing and well-being of the Lighting, Branding, Biomes and Procedural Tools departments. Driving these teams to meet project milestones while upholding pre-established quality targets.
Setting a clear vision for my area of focus, establishing a long-term roadmap, creating schedules, and defining development strategies and budgets.

United Front Games – Vancouver
2008 – 2012
ART PRODUCTION MANAGER – Leading game production planning using Agile processes, Sprint planning, schedule building and establishing production roadmaps.
Fostering collaboration and problem-solving across diverse teams of programmers, artists, designers, and actively contributing to art critiques, and reviews to enhance the creative processes.

Rebellion – Derby, UK
2006 – 2008
SENIOR ENVIRONMENT ARTIST –
Producing high-quality benchmark content, focusing on conveying depth and storytelling in level composition.
Deconstructing concept art into efficient asset lists, overseeing internal and external artists, implementing workflow improvements, maintaining best practices, and mentoring junior/intermediate artists to ensure a collaborative and high-performing team.

Deadline Games – Copenhagen
2003 – 2006
ENVIRONMENT ARTIST – Working closely with the Art Director and Environment Lead, incorporating their feedback to create immersive environments.
Collaborating with a team of world builders to model detailed environment geometry from initial block-outs to finished states, while also skilfully UV mapping and painting custom textures to enhance the visual appeal of our levels.

Core Design – Derby, UK
2000 – 2003
Environment/World Builder establishing quality benchmarks using 3D CGI modeling/texturing software. Assist in tracking and scheduling tasks for our production team across various departments. Working with leads to create and maintain effective documentation.
PERSONAL WORK
All Things Design

Pitch slides for movie projects.
AI generated “Cabincore” project.
My photography projects.
contact waynefranciselliott@gmail.com