Exec. Creative Director at Radar Group
British Columbia, Canada
Exec. Creative Director at Radar Group
British Columbia, Canada
Contact or Connection Requests: raphael.van.lierop(at)gmail(dot)com.
Goal: To become an industry-acknowledged expert in game concept development, creative direction, and production, with a focus on character-driven interactive entertainment.
Game concept development, production, team leadership and project management. Interactive narrative and gameplay design. Creative writing and storyverse design. Interactive entertainment industry trend analysis. Communication, prioritization, and effort optimization.
(Privately Held; 11-50 employees; Entertainment industry)
August 2007 — Present (1 year 1 month)
Executive Creative Director & Co-Founder of Radar Group.
Partnering with talented independent developers, Radar creates, incubates, develops, and produces blockbuster triple-A entertainment properties that are crafted, from the ground up, to possess the gameplay and storyverse hooks to be successful in both the interactive (game) and linear (film, TV, etc.) worlds.
My role at Radar is to work with the CCO in creating and selecting original game properties and development teams, identifying the high-level hooks for gameplay & storyverse, and then shepherding these projects through a team of talented Creative Directors.
My goals are to deliver multiple blockbuster hits, build the strongest team of game concept creators and collaborators in the industry, to partner with the best independent game talent possible, and to collaborate closely with developers and publishers in the creation of successful video games, which can then find great success in other branches of media.
(Privately Held; 11-50 employees; Computer Games industry)
January 2007 — September 2007 (9 months)
Work closely with external development teams to create original game IP.
Shepherd the development of these projects with multiple external studios, ensuring the key hooks and defining characteristics of these properties (innovative gameplay, rich storylines, compelling characters, unique aesthetics, etc.) are nurtured and preserved.
Fulfill a key creative leadership role in the concepting and development of multiple original game properties.
Establish internal processes and infrastructure to ensure the successful development of multiple external game projects.
Announced projects: Earth No More (Recoil Games)
(Public Company; 501-1000 employees; THQI; Computer Games industry)
November 2003 — January 2007 (3 years 3 months)
Started out as an assistant producer on the Dawn of War franchise. Eventually held both associate producer and producer positions on the Company of Heroes franchise. Helped ship 2 of the most highly regarded RTS titles of the last 5 years -- 'Company of Heroes' (94% gameranking), and 'Warhammer 40,000: Dawn of War' (86% gameranking), as well as the first follow-up to Dawn of War, 'Winter Assault'.
At the peak of my career at Relic, I was directly responsible for leading a team of over 75 developers in the creation of triple-A RTS games. At Relic, I learned a ton about game production, team leadership, and creating high quality entertainment.
(Computer Games industry)
September 2000 — November 2003 (3 years 3 months)
Provided game writing and design services for clients in the interactive entertainment development industries. Key clients included Gameloft, Capcom, Microsoft Games Studios, Kaydara [Alias], Blue Shift Games, Bauhaus Software, Ideazon, Sherpa Games, and Sherpa Games. Key projects I contributed to during this time include: Fatal Frame, Fatal Frame 2, Steel Battalion, Z-Board, and several design and story proposals for game projects that never saw the light of day. Working as a freelancer allowed me to experience a wide variety of projects with a broad spectrum of companies, and helped refine a strong work ethic based on self-motivation, professionalism, and clear communication.
(Public Company; 501-1000 employees; Computer Software industry)
May 1999 — August 2002 (3 years 4 months)
Marketing & Technology writer for two major players in the 3D hardware and software industries -- Matrox Graphics, and Kaydara. At Matrox, I worked on the G400, G450, and G800 product launches. At Kaydara, I worked on FiLMBOX and Motionbuilder. The company later went on to be purchased by Alias. I wrote extensive technical and marketing documents for both of these companies, including Advertising, Manuals, Packaging Copy, etc. Working for these companies exposed me to many projects in the Entertainment industry (film and video games) which fueled my passion for those fields.
Volunteer, IGDA Programs & Membership Committee, GI
- 2004 Team Award, THQ Inc., for Warhammer 40,000: Dawn of War (awarded out of all THQ's internal production teams).
- 2004 Unsung Hero Award, Relic Inc., for Warhammer 40,000: Dawn of War (awarded by development team).
- 2005 Furious Charge Award for Team Leadership, Dawn of War: Winter Assault (awarded by development team).