Kevin Mack

Game Director at WhiteMoon Dreams Inc.

Greater Los Angeles Area

Current
  • Game Director at WhiteMoon Dreams Inc.
Past
  • Game Designer / Writer (Self-employed)
  • Information Architect at Razorfish
  • Assistant Producer at Disney Interactive
  • Relational Database Developer (Self-employed)
  • Database Developer, Instructor at Tiger Information Systems
  • Sound and Light Designer (Self-employed)
  • Assistant Producer at Broadcast Arts / POP, Inc.
  • Assistant House Manager at Blue Man Group
Education
  • American Film Institute
  • New York University
  • The University of Connecticut
Connections
362 connections
Industry
Computer Games
Websites

Kevin Mack’s Summary

Game director, with broad experience in game design, from concept to completion, including game system and level design, management of design teams and project execution, and strategic evaluation of projects and designs.

Kevin Mack’s Specialties:

- Deep familiarity with several game creation technologies, including Emergent Gamebryo, Unreal Engine 3, and tools such as 3ds max, maya, and others.
- Experienced in C++ development, and several scripting languages.
- Experienced in First-person shooter and Third-Person action/adventure design.
- Trained in screenwriting and character development.
- Experienced in business planning and management, including project and execution management, strategic direction and market evaluation.


Kevin Mack’s Experience

  • Game Director

    WhiteMoon Dreams Inc.

    (Computer Games industry)

    July 2007Present (2 years 1 month)

    Responsible for IP development and game design for several new titles, and the direction and execution management of titles in production. Additionally responsible for business planning, management and development.

  • Senior Game Designer

    Electronic Arts

    (Public Company; 5001-10,000 employees; ERTS; Computer Games industry)

    March 2003July 2007 (4 years 5 months)

    Conducted extensive gameplay prototyping, evaluated development technologies, researched and constructed levels, and led level construction teams for:
    Medal of Honor: Breakthrough
    Medal of Honor: Pacific Assault
    Medal of Honor: Airborne

  • Game Designer

    Kronos Digital Entertainment

    (Privately Held; 1001-5000 employees; KRON; Computer Software industry)

    February 2002March 2003 (1 year 2 months)

    Game design: Fear Effect 3: Inferno (Eidos)

    • Designed gameplay scenarios, wrote complete design documentation and established documentation methodology, wrote character dialogue, directed dialogue recording, designed and documented NPC AI for Fear Effect 3: Inferno.
    • Implemented level designs in Maya.
    • Managed art and animation production for several missions, placed static and dynamic cameras, approved storyboards.
    [Kronos Digital Entertainment / Eidos. Stan Liu, dsgn. Sandy Abe, prd.]

  • Gameplay Engineer

    Creative Capers Entertainment

    (Privately Held; 11-50 employees; Animation industry)

    November 2000February 2002 (1 year 4 months)

    Gameplay engineer:
    Adam Blaster: Atomic Enforcer (Pan Interactive)
    • Designed and developed optimized creature AI, world AI, application code, and 3D system classes in C++ for Adam Blaster, Atomic Enforcer.
    • Applied 3D math principles and techniques extensively.
    • Optimized code using Intel VTune Performance Analyzer and NuMega BoundsChecker.
    • Created and modified level geometry and objects in 3ds max.
    [ Creative Capers Ent. / PAN Interactive. Ward Makielski, dsgn., Matt Manuel, prd. ]

  • Game Designer / Writer

    Self-employed

    (Self-Employed; Myself Only; Computer Games industry)

    July 2000March 2001 (9 months)

    • Wrote and designed DVD-ROM adventure game introducing the 2002 Cadillac Escalade SUV.
    • Project integrated 35mm and 24p High Definition live-action footage filmed on location at Paramount Pictures backlot and South Bay Studios, with high definition CG, rendered and composited in Discreet 3ds max and Combustion, was shipped to over 200,000 prospective Cadillac buyers, and was showcased by Discreet at Siggraph 2001.
    [ Edgeworx, NY / Clarion Marketing / D’Arcy / GM / Cadillac. Kief Davidson, dir., Dean Cundy, A.S.C., dp ]

  • Information Architect

    Razorfish

    (Public Company; 501-1000 employees; RAZF; Internet industry)

    March 1999November 2000 (1 year 9 months)

    • Performed needs assessment and human factors analysis, Designed user experiences, interface structures and information architecture for large-scale projects, including:
    • A major motion picture studio’s online entertainment portal, incorporating video, audio and image browsing and exploration, integrated media creation tools, and extensive community support, including facilities allowing users to store and showcase created work.
    • A major biotech firm’s executive information system, incorporating large-scale data warehousing, OLAP, and Kaplan/Norton Balanced Scorecard-based leading indicator analysis.
    • A major investment firm’s personal investment information portal, incorporating personalized and aggregated investment information and integrated financial management facilities into a single, highly customizable interface.

  • Assistant Producer

    Disney Interactive

    (Public Company; 10,001 or more employees; DIS; Computer Games industry)

    July 1996April 1998 (1 year 10 months)

    • Created, designed and developed original game concept and story with producer, wrote complete design documentation, wrote and approved script, programmed playable prototypes in mTropolis and Director, directed recording sessions, supervised art, animation, sound and music asset creation for Disney’s Typing with Timon and Pumbaa. [ Suzanne Rothbaum, prd. ]
    • Co-designed, developed, prototyped and documented concept and design for Disney’s Alice in Wonderland Activity Center. [ Ward Makielski, prd. ]
    • Programmed prototypes and designed selected activities for Ariel’s Story Studio. Programmed game prototypes for Hercules Animated Storybook, Ready for Math with Pooh, The D-Show, and Aladdin’s Reading Quest.
    • Developed experimental behavioral modeling system in mTropolis OOPL utilizing Pooh characters in conjunction with Alan Kay, Danny Hillis and Ted Koehler’s Disney Imagineering team.

  • Relational Database Developer

    Self-employed

    (Self-Employed; Myself Only; Computer Software industry)

    February 1994June 1996 (2 years 5 months)

    MS Access development:
    Deutsche Bank, NA:
    • Developed MS Access/VB application under extremely compressed schedule to reconcile unkeyed, highly volatile and mission-critical derivative securities data population between outgoing VAX-resident system and incoming Sybase RDBMS.
    • Developed accrual analysis tools for same.
    [ John Shane, John Stomber, ex. ]

    Urban Organic:
    • Developed MS Access-based order tracking, manifest, inventory and invoice control system for organic produce home delivery service.
    [ Peta Courtney, ex. ]

    Gateway Search:
    • Developed MS Access-based candidate and client tracking and billing system for technical recruitment firm.
    [ Jill Thomas, ex. ]

    Unilever:
    • Developed Lotus Approach-based strategic marketing tracking and reporting system.

  • Database Developer, Instructor

    Tiger Information Systems

    (Privately Held; 51-200 employees; Computer Software industry)

    19941996 (2 years)

    Taught relational database design courses and consulted for numerous clients, including:

    Capital Market Risk Advisors:
    • Developed MS Access/VB-based heuristic analysis system for SEC investigation of 1994 Proctor & Gamble litigation vs. Bankers’ Trust.
    • Aggregated substantial volumes of derivative securities trade information from disparate data sources, provided team of analysts with tools to discern trade population patterns and identify outliers, search for patterns within trades, and aggregate findings.
    [ CMRA / SEC. Thomas Reising, ex. ]

    Standard & Poors / J.J.Kenny:
    • Developed MS Access and MS Project-based project costing and time allocation system using DAO and OLE extensively to present unified application interface to a substantial user population.
    [ Gary Binnie, ex. ]

    Orix International: Developed a relational front-end to facilitate analysis of bond portfolio data stored in a navigational bTrieve database.
    [ Lloyd Cheu, ex. ]

  • Sound and Light Designer

    Self-employed

    (Self-Employed; 11-50 employees; Performing Arts industry)

    June 1993July 1994 (1 year 2 months)

    Richard II
    • Designed light and sound, rigged and operated lights for thrust-stage presentation of Shakespeare’s play at EST.
    [ Ensemble Studio Theatre, NY. Carole Gerber, dir. ]

    Visual Visceral: Noa (Robbie Walker)
    • Designed sound for movement theater performance.
    [ SoGrand Studios, NY. David Kaplan, dir. ]

  • Assistant Producer

    Broadcast Arts / POP, Inc.

    (Privately Held; 1-10 employees; Entertainment industry)

    June 1993February 1994 (9 months)

    • Secured production locations, coordinated logistics, provided office support for television production company responsible for numerous commercials and music videos.
    [ Peter Rosenthal, prd. ]

  • Assistant House Manager

    Blue Man Group

    (Entertainment industry)

    19921993 (1 year)

    The Blue Man Group: Tubes
    [ Astor Place Theater, NY. Matt Goldman, Phil Stanton, Chris Wink, creators, Marlene Swartz, dir. ]


Kevin Mack’s Education

  • American Film Institute

    MFA , Film Directing , 19982000

    Activities and Societies:
    Director: Homecoming (Los Angeles International Short Film Festival selection 2001)
    Director: Incubus
    Writer: Tuntiertu (feature-length screenplay)
    1st AD: Daddy (Michael Fitzgerald, dir)
    1st AD: Eye Wish (Michael Fitzgerald, dir)
  • New York University

    BFA , Film Production , 19911993

    Graduated Magna cum Laude, majoring in Film Production, minor in English Literature

    Activities and Societies:
    • Director: Common Ground (Robert McColley): 16mm film documentary short.
    • Director: 2077 (Carlos Soul-Slinger, Liquid Sky, NY): 16mm film documentary short.
    • Director: Soft Clay: 10-minute short film.
    • Director: Voices from the Beehive (Tracy Brynn Belland/Voice of the Beehive): Video documentary short.
    • Numerous other short projects and crew positions, editing, shooting, live 3-camera technical direction, blue & greenscreen compositing & lighting, etc.
  • The University of Connecticut

    Transferred , English Literature, Theater Directing , 19891991

    Transferred to NYU summer 1991

    Activities and Societies:
    Honors Society for English, Big Noise Productions, Theater Lighting crew, Theater Sound crew

Additional Information

Kevin Mack’s Websites:

Kevin Mack’s Honors:

Graduated magna cum laude, NYU Film


Kevin Mack’s Contact Settings

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