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Technical Communication 498
Digital Games
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Winter 2005
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Todd Lubsen- Professional Bio

WizKids Games  (2004 - Present)  Bellevue, WA
I came to WizKids 9 months ago to lead their internal and external sculpting efforts, as well as to help conceive graphic design/industrial design components of new game products. WizKids releases 8-10 sets of 35mm figure-based tabletop games per year, as well as multiple other game releases in other formats including constructible strategy games. Jordan Weisman, my previous boss at Microsoft founded the company in July 2000.
Microsoft Games Studios  (1997 - 2004)  Redmond, WA
My first 2 years (1997-1999) I worked as a 2D Concept /3D Production Artist in an early MSFT game studio; earning various game credits.

I spent 2+ years (1999-2001) as Art Lead / Art Director of the Intellectual Properties Team, a cross-functional team of artists, writers, designers, and licensing development. My starting role was Art Lead, which evolved into Art Director. The IP Team was organized independently of the individual MSFT Game Studios, so we in IP Art served as a division-wide resource for conceptual development and as “fire-fighting” crew on various projects and prototypes. I ran a small crew of about 4-7 internal and contract artists, and I also relied on free-lance vendors in many of our more extensive efforts. My crew internally supported licensing development efforts by creating style guides for licensing of our product IP’s.

During that time I Art Directed the Microsoft portion of the A.I. Web-game -a joint production of Microsoft and DreamWorks SKG- for promotion of the A.I. film’s North American release. Also during that tenure I also headed efforts to build the branding / franchise for “Crimson Skies” and worked on ad/packaging visuals for the “MechWarrior” Franchise.  All 3 of these projects were the brainchild of my then boss, Jordan Weisman.

Our IP Team was re-organized into the Concept Development Group within a new Game Studio “IronWorks” in early 2002. During the year, I developed the Studio Logo, continued branding work on the Crimson Skies line (now on Xbox), lead various projects and vendor-ed out smaller jobs. Fatefully, our Studio Manager went to Electronic Arts, and the studio was disbanded prior to its first released product.

(2003-2004) I joined the Microsoft Games Shared Resources team, where as a Design Lead I oversaw and designed PC and Xbox game manuals and other collateral print pieces, in collaboration with Game PM’s, User testing, writers and editors.

Humongous Entertainment (Now Atari-Humongous) (1995 - 1996) Woodinville, WA
As a Contract Digital Artist I worked on 2 children’s titles. I designed and produced mini-games, animations, painted digital backdrops, character art, and cut-scenes using proprietary and retail graphics applications for art creation/component integration processes.

IBM Corporation  Atlanta, GA   (1993 - 1994)
I worked as a Graphic Designer/Illustrator for the EduQuest Group; in curriculum and entertainment software development. I made concept art, graphics/UI design, and cel-animation for production of children’s CD-ROM title; illustrations for developer/retail software packaging, promotional posters and product marketing catalogues.

Savannah College of Art and Design  Savannah, GA  (1988 - 1992)
Honors Graduate, Bachelor of Fine Arts, Graphic Design

Crimson Skies II –Xbox (2003)
Quantum Redshift – Xbox (2002) 
Mech-Commander 2 – PC (2001)
MechWarrior 4 – PC (2000)
Crimson Skies – PC (2000)
Allegiance – PC (2000)
Asheron’s Call – PC (1999)
Age of Empires 2 – PC (1999)
Revenge of Arcade – PC (1998)
Close Combat 2 – PC (1997)
Pajama Sam –Mac (1996)
Putt-Putt Saves the Zoo –Mac (1995)
The Book of Shadowboxes –Mac (1994)