The role of a creative leader is not to have all the ideas; it's to create a culture where everyone can have ideas and know that they're valued.
I've lead teams in visual development and art direction for mobile and console video games. I help developers visualize their ideas and unlock the creative potential in others. Great ideas can come from anywhere and anyone. In competitive markets no one talks about the boring, the predictable, or the safe. Remark-ability is almost always new, untested and risky. It's my job to foster these environments and visually explore ideas so developers can create memorable interactive experiences and brands.
Projects & Clients
Freelance Art Direction / Visual Development Jul 2013 - Present
Dedicated in helping developers visualize their projects and turn them into amazing experiences through;
Toys For Bob / Activision
Freelance Concept Artist Feb 2013 - Mar 2014
Skylanders Spyros Adventure / Trap Team / Imaginators
Created stylized environment concepts that included landscape / architecture, props, and mood paintings.
Iterated on game assets with production artists via paint overs, studies, and group critiques.
Worked closely with Art Director and team leads.
Principal / Lead Artist Apr 2011 - Jul 2013
Kabam is an interactive entertainment company that develops and publishes massively multiplayer social games (MMSG’s)
Established visual design and branding for:
▪ The Hobbit: Armies of the Third Age (Web/ Facebook)
▪ The Hobbit: Kingdoms of Middle Earth (iOS, Android)
▪ Dragons of Atlantis (Web/Facebook)
Double Helix Games / Amazon Games
Lead Concept Artist 2006 - Jul 2009
Defined and conceptualize the studio’s vision for multiple projects and multiple high level pitches.
Successfully developed designs that not only compensated but also enhanced for certain game-play and architecture issues limitations.
Led a team of concept artists in the visual development of multiple titles including: GIJOE, the Rise of Cobra (XBOX360, PS3)The Golden Compass (XBOX360, PS3, Wii) Green Lantern, Rise of the Manhunters (XBOX360,PS3,Wii)
Blizzard Console / Entertainment
Concept Artist Mar 2005 - Sep 2006
Created concept art that explored the artistic goals and vision of:
Swingin Ape Studios
Principal Concept Artist 2001 - 2004
Created concept art that explored the artistic goals and vision through all phases of the game Metal Arms Glitch in the system.
Artist 1998 - 2001
Responsible for the artistic vision and technical execution of pre-vis architectural illustrations.
Coordinated pre-production and post-production artwork.
Produced highly detailed pre-vis and architectural illustrations.
Founder and Podcast host
Conduct weekly interviews with today's top artists and creative professionals around the world.
Manage marketing, outreach and PR.
Coordinate with team on production and branding.
"As an artist, Sean is a hitman: he has such an innate mastery over his craft that he regularly nails his assignments faster than expected and at a level of quality that exceeds (even high) expectations. And he does this with impressive ease, responding quickly to feedback with low ego and thoughtful collaboration. On both projects I worked on with Sean, he shouldered both high expectations on quality and a demanding workload with professional aplomb. As a person, Sean maintains the affable air of a chill and confident veteran artist. He's instructive in his feedback... preferring to engage a fellow artists' imaginations first, before zeroing on technical feedback. Sean is honest and kind... a model of integrity; he'll tell it like it is and you will know he's got your back. "
— Ken Capelli
Creative Director at Kabam