I will wait to welcome him aboard until we've had an official announcement. (Just a policy of mine I made up awhile ago.)
Here is his work experience:
Producer
BioWare Mythic
Public Company; ERTS; Computer Games industry
February 2002 – Present (9 years 8 months)
Unannounced Project - Producer Jan 10 – current
- Empower and inspire a team of talented individuals to innovate in the online space
Warhammer Online: Age of Reckoning - Franchise Producer May 09 – Jan 10
- Manage and lead a staff of 117 employees expanding and running the WAR franchise
- Responsible for product vision and hitting financial targets in all global markets
Warhammer Online: Age of Reckoning - Producer Feb 08 – May 09
- Lead a team of 25 developers made up of artists, engineers, writers and designers
- Responsible for one of the core game elements in WAR, Realm vs Realm combat
- Responsible for both capital cities in the game, the city of Altdorf and the Inevitable City
- Responsible for the creation of WAR’s first expansion content, Land of the Dead
Warhammer Online: Age of Reckoning - Art Outsourcing Director Mar 06 – Feb 08
- Setup the outsourcing pipeline with external developers in China and India
- Worked abroad in China for 6 months to train, hire, and educate a team of 20+
- Created foundation for a new development division at EA China to grow from
Unannounced Project - Art Director Jun 05 – Mar 06
- Research and Development for next-gen console platforms
Mass Effect Jun 05 – Dec 05
- Modeled both high and low poly props for environments
Imperator Online - Art Director Jan 04 – Jun 05
- Managed and hired a group of over 30 artists
- Responsible for overall visual style and direction of the project
Lead World Artist Apr 03 – Jan 04
Dark Age of Camelot: Frontiers & Trials of Atlantis
- Led a team of 8 World artists
- Concepted and constructed several dungeon sets
World Artist Feb 02 – Apr 03
Dark Age of Camelot: Foundations, Shrouded Isles and Live
- Player Housing for Hibernia and Albion Realms
- Concepted and constructed all SI dungeon sets
- Completed new shields and weapons for DF, assisted with Epic Armors and Monsters
3D Artist and Co-founder
XI Interactive
Computer Software industry
March 2001 – October 2001 (8 months)
Remission
- Prototyped and created high and low poly assets to demonstrate project concept and look
- Developed corporate logo and website
Level Designer
MicroProse
Privately Held; Computer Games industry
May 1997 – March 2001 (3 years 11 months)
X-Com: Enforcer - Level Designer Aug 99 – Mar 01
- Designed and built 3D environments
- Established look and feel of assigned levels (creature placement, lighting, textures)
X-Com: Alliance - Level Designer Nov 98 – Aug 99
- Designed and built 3D environments
- Responsible for creature placement, puzzle placement, and lightning
Civilization II: Test of Time - 3D Artist Sep 98 – Nov 98
- Created 3D rendered images for the game’s civilopedia
Klingon Honor Guard - Level Designer Jun 97 – Sep 98
- Designed and built 3D environments
- Responsible for creature placement, puzzle placement, and lightning
- Responsible for the development of all twelve of the game’s deathmatch levels
- Developed animations for enemy characters and construction of pickup items
And here is his education:
The Maryland Institute College of Art
Illustration
1996 – 2000
Many of you have found this already, I suspect.
-Galen's player