FRONT ENDDATABASEDEV-SUPPORTABOUT PV-GSNETWORK

{

}

if( game(pipelines && workflow) && technology == bottlenecks ) @include GAME STUDIOS(.co.uk);

 

function about(PV_GS){

 

switch (Informatics)

case Paul.Varney.Experience:

{

I started developing games in 1982 (at the age of 15) and produced my first real-time 3D model the same year. In 1993 I moved into commercial development and have since collaborated on a diverse range of triple-A productions working alongside some of the most talented and gifted people and teams across the world, while residing in Canada, Scotland, England and California.

I started out as a 3D artist creating alien, fantasy and natural worlds & FX and early in my career moved into lead roles directing and managing content for Electronic Arts (EA Sports), InXile/AP/Ubisoft, Shiny/Interplay, THQ, Collective/LucasArts, Microprose/Atari, Realtime Worlds and many more, in roles as Art Director, Project Lead, Lead Artist, CG Supervisor and Technical Art Director,  working with teams from 2 to 250+ on budgets from $30k to $30M. Across almost every platform and genre, including, more recently, the iPhone.

Outside of studio production, I've been invited by leading universities to advise on their degree programs, and by GDC to speak on MRM rendering and pipelines technologies. I was a member of the Autodesk developer advisory committee during the creation of 3DS Max, and a key member of world wide technologies groups and studio advisory boards, and was a core representative and content producer at presentations that secured multi-million dollar funding for two separate studios.   

}

View Paul Varney's profile on LinkedIn

 

// cont..

 

In my spare time I have created several independent games, and produced over 100 prototypes for various technologies and concepts - Many of which have found their way into triple-A productions ( FIFA & EA Sports crowd rendering and animation system for 360 & PS3 being just one example). 

Click here for a full softography

case Production.Methods:

{

As a technical art director I make every effort to eliminate risks and achieve the highest production standards and preparedness through comprehensive pre-production design, workshops and workflow stress testing. As a project manager, I create accurate schedules through a diligent process of consultation with the team, supported with a technical understanding of the tasks at hand and employ regular review processes and best practices to track, monitor and adjust progress. And as director and team leader, I enjoy mentoring and establishing clear career goals for my teams, identifying their individual strengths and weaknesses and planning and training accordingly.

}

 case Personal:

{

I consider myself an all round developer, a programmer, an artist, a designer and a musician, but I'm still having trouble playing the fiddly licks on "Crazy Train". Some things are just simply beyond my scope.

I have 4 amazing Children, none of which want to follow their dad into development, I thinks its the hours. But they all love playing games and are addicted to the digital world.

}

}
   
© 2009 paul varneypaul@gamestudios.co.uk