Stephen McFarlane
Art Manager and Art Director
RESUME
Published
Titles
Double Eleven:
Studio Art Manager UK/KL (2021-2025)
Blind Fire, Red Dead, RUST, Fallout 76, Minecraft Dungeons, Prison Architect, Lego Harry Potter, Grounded
Fortune Fish:
Art Supervisor/Artist (2018-2021)
Fashion AR
One Thumb Mobile:
Art Director/Art Manager/Artist (2014 - 2018)
Celtic Heroes
Rare Limited:
Studio Art Manager/Art Director/ Lead Artist/ Artist (1998 - 2013)
Kinect Sports Rivals, Kinect Sports II, Kinect Sports I, Sky for Xbox, XBLA Perfect Dark, Zero, Avatars, Banjo: Nuts & Bolts, Viva Piñata II, Perfect Dark Zero, Kameo, Conker: Live & Reloaded, Mickey Speed Way, Jet Force Gemini
Arc Developments:
Game Director/Concept Artist (1994 - 1997)
Rosco McQueen
Bob Godfrey Films:
Illustrator/Artist (1991 - 1994)
Henry’s Cat, Small Talk (Oscar Nominated), Bun-bury Tales
!
Key Skills
Creative me
ART MANAGER
ART DIRECTION
GAME IDEATION
GAME PITCHES
Creative Packages
PHOTOSHOP
MAYA
SUBSTANCE PAINTER
ZBRUSH
ILLUSTRATOR
Work
experience
Work Experience: 1991 - current
Double Eleven:
Studio Art Manager 2021 - 2025 (4 years 2 months)
Responsible for managing, growing, developing and structuring a fully disciplined art team within a 400+ strong global studio. Responsible for the daily running of the art department so all Double Eleven game projects are fully resourced with the best artists possible to deliver games for Mojang, Rockstar, Bethesda and Obsidian.
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Restructured the art team from a flat line 30+ art team to a fully structured multi-art disciplined 80+ art team across UK/KL studios.
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Responsible for implementing an Art Framework to help guide artist progression within the studio.
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Responsible for hiring/interviewing a 40+ disciplined artists into the studio.
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Managed and supported the development of a top tier of Art Leads and Art Directors within the studio.
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Led an art team to deliver the launch of RUST onto consoles whilst managing and growing the art department.
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Part of the senior leadership team - working directly with the Board of Directors in steering the direction of that art department.
FortuneFish:
Art Supervisor 2018 - 2021 Feb (2 years 11 months)
Creating 3D/2D content for the studio whilst leading the UI/Animation/Marketing disciplines whilst also giving direction and feedback on studio projects.
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Leading UI/Animation and Marketing disciplines within the studio.
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Creating stylized and realistic PBR 3D content.
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Created character and design concepts.
One Thumb Mobile:
Studio Art Director 2014 - 2018 (4 years)
Studio Art Director for the successful free to play MMO RPG Celtic Heroes. Asked to improve the overall look and quality of the live game and direct all new content around a structured schedule.
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Setting, managing and maintaining art direction for the studio.
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Consistently delivering quality art content into the game.
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Art directing within the art team whilst creating content for the game.
RARE:
Studio Art Manager 2010 - 2013 (2 years 5 months)
Coordinated a new art production model for the studio. Moving away from large art teams to smaller more flexible teams enabled to work with outsource and contract staff whilst still maintaining Rare's art quality.
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Restructured the art department.
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Managed the art department.
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Art direction.
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Part of the senior leadership team.
Art Director 2006 – 2010 (4 Years)
Responsible for…
Art Directing the internal art resource team; concept, character, animation, environment and graphics, across two sites; Twycross and Birmingham.
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Structured and managed flexible art team – 30+ artists.
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Managed internal cross team communications.
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Art directing the art team to deliver on quality for internal and external work
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Content creation: modelling characters and environments.
Lead Artist 2003 – 2006 (3 years)
Responsible for…
Lead Artist for the Conker Team to deliver best graphics for 'Conker Live and Reloaded'.
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Lead character artist - concept and character creation.
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Managing the art team through to completion.
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Maintaining all artistic quality throughout the game...rated for best graphics on Xbox.
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Logo, box art and marketing material.
3D Artist/Concept 1998 – 2003 (5 years)
Responsible for…
Concept and artist for the 'Jet Force Team'.
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Key character designer.
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Specialised in character modelling in Maya.
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Concept for all game assets.
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UI design and creator.
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Box art, logos and marketing material.
ARC DEVELOPMENTS:
Game Director 1994 – 1997 (3 years 8 months)
I joined this small studio to concept characters and backgrounds. This then led to me heading up a game team where I was responsible for the game design and art direction for a game called ‘Rosco McQueen’.
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Game director for ‘Rosco McQueen’ (licence by Sony – published Autumn 1997).
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Responsible for the game design, concept and art direction...worked closely with Martin Alltimes.
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Led artist and engineers through to game completion.
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Pitched game concepts to Sony and Bullfrog.
BOB GODFREY FILMS:
Artist 1991 – 1994 (2 years 6 months)
After graduating from Kingston school of art I worked at Bob Godfrey Films as a runner, paint/trace, background artist and line tester
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Worked on Oscar nominated film and went to 1994 Oscars.
FREELANCE ILLUSTRATOR
1991 – 1998 (7 years)
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Illustrated for magazines, art houses and graphic design studios, in and around London over this period of time.
Education
British Animation Training Scheme: Museum of Moving Image (London)
Mar 1994 –Dec 1994
Qualified as an Assistant Animator
Kingston Art College
1988- 1991
BA (Hons) Degree (2:1) in Graphic Design/Illustration