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Stephen Arnold

CEO & Creative Director

Fracture Labs

Country or State

UAE

Bio

Always happy to connect with creative minds - send me an inmail or follow me and I’ll respond. After an early career in music production and sound design, I started working in the videogames industry in 2008, mainly in outsourcing, co-development and creative production; art, animation, cinematics and VFX for AAA videogames. My first projects included QA/translation partnerships for games including World of Tanks (Wargaming), Angry Birds (Rovio/Chillingo), Cut the Rope (Zeptolab/Chillingo), Vampire Wars (Zynga) and many more. In 2012, I moved into motion capture and real-time cinematics, learning about all the pipelines for art, animation and cinematics production and working with AAA studios as an external partner. Portfolio: • Decimated (Fracture Labs) • Cyberpunk 2077 (CD Projekt) • Darksiders III (THQ Nordic) • Returnal (Housemarque/Sony) • Asgard's Wrath (Sanzaru/Oculus) • Just Cause 4 (Avalanche Studios) • God of War (Sony Santa Monica) • Paladins (Hi Rez Studios) • Injustice 2 (Netherrealm Studios) • Adam (Unity) • Hide & Shriek Mansion (Pixel Issue) • The Division (Ubisoft Massive) • Evolve (2K Games) • Sniper Ghost Warrior 3 (CI Games) • Star Citizen (Cloud Imperium Games) • Batman: Arkham Origins (Warner Bros Montreal) • Aliens: Colonial Marines (Gearbox/SEGA) • Borderlands 2 (Gearbox) • Dying Light (Techland) In 2014 I set up a team to develop the multiplayer thieves vs guards adventure game ''Hide & Shriek Mansion'' using Unity 4 (ranked #58 on IndieDB at the time) I set up Fracture Labs in 2018 to develop the post-apocalyptic multiplayer RPG, Decimated® in Unreal Engine with a web3 layer to enable deposits and withdrawals of digitally scarce virtual items. After self funding and bootstrapping for many years, the market finally caught up with the idea of web3 games, we raised $4.1M in 2021 and scaled the team up to 36+ to create the alpha version in Unreal 5, which is scheduled for release in Q4 2023 on PC, and will continue development into the future as a free-to-play title with plans to port onto console and mobile. My goal is to work with passionate and talented programmers, artists, animators and sound designers, delivering the highest quality visuals and pushing the limits of game engine technology, using Unreal Engine, Unity, Houdini, 3DS Max, Maya, Motionbuilder, Zbrush, Quixel, Substance Designer, FMOD, Wwise and more.

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Current Position

CEO & Creative Director at Fracture Labs

Degrees

Higher National Diploma, Sound & Audio Engineering

Skills