Sean Vesce

Sean Vesce

Studio Director, Creative Director at E-Line Media

Seattle, Washington (Greater Seattle Area)
Computer Games

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Sean Vesce's Overview

  • CCO at E-Line Media
  • Founder at 20after1
  • Development Consultant at Independent
  • Creative Director / Game Designer at Activision
  • Campus Technical Consultant at NeXT Computer

500+ connections


Sean Vesce's Summary

Experienced development manager and award winning creative director/designer, serving the game industry since 1994 in a wide variety of leadership and creative roles.


• Management of development projects and studios of all shapes and sizes.

• Adept at bridging and motivating technical, creative, artistic and business related departments and personnel.

• Award winning director/designer of original and licensed videogames for various consoles and PC.

• Major contributor to the design and development of four game engines from concept to ship.

Sean Vesce's Experience

Privately Held; 11-50 employees; Computer Games industry

June 2012Present (2 years 5 months) NYC & Seattle

E-Line is a publisher of game-based learning products and services that engage, educate and empower, helping to prepare youth for lives and careers in the 21st century. E-Line works with leading foundations, academics, nonprofits and government agencies to harness the power of games for learning, health and social impact.



March 2009Present (5 years 8 months) Seattle, Washington

20after1 develops production management tools and provides development, design, production and brand strategy services for a variety of clients in the arts, software, education and entertainment industries.

Clients include Compas Technologies, Cook Inlet Tribal Council, Crystal Dynamics, E-Line Media, Digital Kitchen, San Francisco Jazz Heritage Center, Sportsideo, Studio G Productions, Total Immersion Software, and the UC Berkeley Center for Labor Research and Education.

General Manager

Crystal Dynamics

Public Company; 51-200 employees; EID; Computer Games industry

May 2004April 2009 (5 years) Menlo Park, California

Served as General Manager at Crystal Dynamics, an award winning next-gen game development studio tasked with revitalizing the Tomb Raider franchise. Responsible for leading development and operations of the studio to generate $250m+ in gross revenue through development of three multi-platform next-gen Tomb Raider games in three consecutive years (exceeding 6.5m units worldwide). Led the complete overhaul of the studio's technology, art, design and production workflows and pipelines, doubling the size of the internal staff, and the evolution of the studio's external development ecosystem.

Development Consultant

Crystal Dynamics

Public Company; 51-200 employees; EID; Computer Games industry

May 2003June 2004 (1 year 2 months)

External consulting on a full-time basis assisting the General Manager of Crystal Dynamics to provide analysis and recommendations for improvements to the studio's production methodologies and pipelines. Served as Creative Director for Project: Snowblind and internally developed console action shooter.

Co-Founder / Development Director


August 1999April 2003 (3 years 9 months)

Co-founded and built a self-funded 25-person internal development studio with 5 external support teams (UK, Australia, Denmark, Italy, and Canada) to produce a PS2 game, three GBA and four casual PC games. Major responsibilities included internal and external production and creative management, business development, business planning, capital raising, game, engine, and tool design.

Development Consultant


August 1997December 1999 (2 years 5 months)

Served as external design and development consultant on a wide variety of projects with Activision, THQ (Pacific Coast Power and Light), Infogrames (Accolade), Microsoft, and Z-Axis.

Creative Director / Game Designer


Public Company; 5001-10,000 employees; ATVI; Computer Games industry

March 1994July 1997 (3 years 5 months)

Served in a variety of creative and project management positions on the following projects:

"Interstate ’76" (PC) - Co-creator and Creative Director. Duties included creative direction, production management, game/engine/tool design.

"Mech Warrior 2" (PC) - Lead Designer. Duties included management of the Design and Art teams, game/tool design.

"Pitfall: The Mayan Adventure" (SNES, Genesis) - Associate Producer. Duties included management of the SNES development team.

Campus Technical Consultant

NeXT Computer

Privately Held; 201-500 employees; Computer Software industry

September 1991January 1994 (2 years 5 months)

Provided on-site technical support and sales to university staff and student body for Steve Jobs' diversion between Apple stints. Spent summers working tech support at NeXT's headquarters in Northern California.

Sean Vesce's Skills & Expertise

  1. Game Development
  2. Video Games
  3. Game Design
  4. Mobile Games
  5. Computer Games
  6. Online Gaming
  7. Level Design
  8. Console
  9. PS3
  10. Creative Direction
  11. Cross-platform Development

Sean Vesce's Organizations

  • Entertainment Software and Cognitive Neurotherapeutics Society (ESCoNS)

    The purpose of ESCoNS is bring together scientific researchers and members of the entertainment software industry to share findings, research and best practices in the field of "cognitive neurotheraputics". The goal of this field is to develop therapies for enhancing learning, cognition and brain function through use of video games and related technologies.

Sean Vesce's Courses

  • Founder


    • Presenting Data and Information (Edward Tufte)
    • Personal Geographies (Anderson Ranch, Jonathan Harris)
    • jQuery for Designers (SVC, P. Plante)
    • Programming Methodology (Stanford, Mehran Sahami) (CS106A)

Sean Vesce's Education

Sean Vesce's Additional Information

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