David Patch
Art Director, UX Director, UI Director, IP Creation
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About
Successful, innovative, fun, diplomatic, detail-oriented and passionate A leader who thrives in environments dealing with a steady stream of new and sometimes conflicting requests, multiple priorities and a changing business climate.
Experience
Art Director, UX Director, UI Director, IP Creation - Director of Art - San Francisco
(2016-12)
Clients include
- Don Daglow, voidAlpha, Bootie Babe, Altum Games, King, BrunerHouse, Amber games, Genvid
Art Director, UX Director, UI Director - Magic Fuel Games - San Francisco
(2019-04 - 2020-04)
- Created World War Bots
- Project canceled team laid off
Art Director, UX Director, UI Director - Anki - San Francisco
(2017-05 - 2017-12)
Overdrive and Fast and the Furious
- Created and launched updated versions of Overdrive and Fast and the Furious in Unity
- Total re-work of user flow and game screens
- Project was sunset, team was laid off
Art/Animation Director, UX Director, UI Director - Zynga - San Francisco
(2014-10 - 2016-11)
Empires and Allies and Unlaunched title
- Created and launched Empires and Allies in Unity
- Managed a team of 9 artists, UI, tech and animators
- Title was shipped to India studio, SF team was laid off
Art/Animation Director, Visual Designer - Pocket Gems - San Francisco
(2012-12 - 2014-05)
War Dragons
- I was responsible for primarily one team, but consulted on many games.
- Established look and style of the 3D world, dragons, and UI
- Was instrumental in building the internal 3D engine
- Left for opportunity at Zynga
Animator-freelance - Tombolo - Los Angeles
(2012-10 - 2013-06)
- Freelance animator for Disney Imagineering project
Art/Animation Director, UX Director, UI Director, Producer - The Workshop - Marina Del Rey
(2012-05 - 2012-11)
Pwnd Art/Animation Director, UX Director, UI Director, Producer Borderlands DLC
- I was responsible for two titles at the studio, Pwnd and Borderlands DLC
- Establish look and feel of Pwnd world, characters and UI using Unreal engine
- Managed a team of 12 artists
- Studio lost funding, was laid off
Art/Animation Director, UX Director, UI Director, Producer - Ubisoft - Vancouver
(2011-03 - 2012-03)
Motion Sport Adrenaline Art/Animation Director/Creative Director Unannounced WiiU title
- I was responsible for two titles at the studio.
- Establish look and feel in Motion Sports and WiiU Sports game of the world, characters and UI using internal engine
- Managed a team of 14 artists
- Studio was closed
Senior Art/Animation/UI Director - Propaganda Games (Disney Interactive Studios) - Vancouver
(2009-05 - 2011-01)
TRON Evolution, Tron Battle Grids
- I partnered with the theatrical group (Director Joe Kosinski, Producers Sean Bailey and Justin Springer) to create, develop, expand, and champion the look and feel for the new TRON universe for the NextGen, Wii, PC, PSP, DS, mobile, comic series…
- Managed a team of 10 artists, animators, UI as well as 3 outsource venders
- Studio was closed
Art/Animation Director, UX/UI Design and Direction, Producer - Slipgate Ironworks - San Mateo
(2006-01 - 2009-02)
MMORPG
- Responsible for creation of original IP from initial concept through in game assets. Using Big world engine
- Built team from just me to 16, managed 2 outsource venders
- Project was canceled, team laid off
Art/Animation Director, UX Director, UI Director, Producer - Maxis/Electronic Arts - Redwood Shores
(1998-07 - 2005-11)
The Sims2, The Sims2 University, The Sims2 Nightlife, SimCity 3000, SimCity Unlimited, SimCity4
- Accountable for re-imagining the Sims and Simcity franchises.
- Managed a team of 30 artists, animators, tech, UI and 4 outsource venders
Lead Artist/Art Director - Mindscape - Novato
(1996-01 - 1998-02)
Lego Island
- Created the first ever Lego video game
- Game canceled, team laid off
Education
Molecular, Cellular and Developmental Biology - University of Colorado, Boulder (1982 - 1984)
painting - California Collage of Arts and Crafts (1993 - 1995)