Ken Capelli

Co-Founder

San Francisco, California, United States31 yrs 9 mos experience
Most Likely To SwitchHighly Stable

Key Highlights

  • Over 30 years of experience in game art direction
  • Led multiple award-winning titles across platforms
  • Expert in art pipelines and real-time engines
Stackforce AI infers this person is a seasoned game industry art director with extensive experience in interactive entertainment.

Contact

Skills

Core Skills

Art DirectionTeam LeadershipGame DevelopmentUser Interface DesignLeadership

Other Skills

MentoringStoryboardingConcept ArtMobile Game DevelopmentLightingVisual DevelopmentBrandingProject StrategyVideo GamesCommunicationEnvironment ArtCreative DirectionArtCharactersStyle Guides

About

Ken is a game industry art director and illustrator with over 30 years of experience leading teams and creating game art. He is skilled at both developing original IP and working with top global brands across diverse genres and styles. A highly technical and versatile “full stack” art director, Ken has hands-on expertise at every stage of development, from prototype through launch and live operations. An expert in art pipelines and real-time engines at any scale, Ken has shipped more than three dozen titles on console, PC, mobile, and handheld platforms. He has built multiple art teams, projects, and businesses from the ground up, with decades of experience managing outsourcing and directing remote teams. Known for his eye for detail, strong sense of style, and actionable direction, Ken brings both creative vision and development savvy to every project. OBJECTIVE To create ambitious and visually-appealing action, narrative, and role-playing games with good people. EXPERIENCE • Shipped award-winning games on most platforms – console, PC, mobile, handheld, web. • Microsoft, EA, Sega, Disney, THQ, LucasArts, Eidos, Accolade, Kabam, 21st Century Fox, WB. • Long history servicing top IP – Star Wars, LotR and The Hobbit, Titanic, The X-Files, The Godfather, Hunger Games, Conan, The Sims, Disney’s Tangled, Game of Thrones, Games Workshop, Beyoncé. • Flexible stylistic range – realistic, stylized, ‘core/ midcore, f/ sf/ horror, casual/ family/ edutainment. • Wide genre experience –RPG, narrative, strategy, RTS, action, FPS, education. SKILLS • Strong traditional, technical, and 2D + 3D digital art skills. • Strong vision plus sense of branding and style. • Capable and proven leader who keeps creative teams focused, motivated, and improving. • Excellent cross-functional production skills, skillfully manages parallel projects/ priorities. • Excellent outsourcing relationship, production management, and roadmapping capabilities. • Proven track record of producing great art + content across multiple platforms and styles. • XBOX, PlayStation, Wii, DS, PSP, PC, Dreamcast, SNES, Genesis, web, iOS, Android. SOFTWARE • 3D Studio MAX, Maya, Spine, Adobe suite, Substance suite. • Unreal Engine 3/4/5, Unity, XCODE, Havok, Scaleform, PBR pipelines, custom engines. • Basecamp, Trello, MS Project, Smartsheet, JIRA, P4V, Plastic, Sourcetree, Git. • HTML, CSS, C, Perl, js, PHP, ActionScript, LUA, MaxScript.

Experience

31 yrs 9 mos
Total Experience
3 yrs 11 mos
Average Tenure
6 yrs 4 mos
Current Experience

Netflix

ART DIRECTOR

Feb 2024Apr 2025 · 1 yr 2 mos · San Francisco Bay Area · Remote

  • Leadership with a cross-functional team of art leads in dev and live ops. Transitioned production from internal w/ outsourcing to fully co-dev, with new functional structures for art, UI/UX, tech art, and animation as well as establishing processes for key art, logo, and marketing asset creation. Developed pipelines for new character creator avatar assets, directed outsourced cosmetics art and internal UI design.
  • ⬥ Netflix Stories – iOS/Android
User Interface DesignCharactersCommunicationLeadershipMentoringPipelines+6

Thought pennies

STUDIO ART DIRECTOR

Dec 2021Oct 2023 · 1 yr 10 mos · SF Bay Area · Remote

  • Founding team member, built and led art team for a AAA UE5 RPG in the Warhammer: Age of Sigmar IP; art style development/ style guides, roadmaps, pipelines, avatar system design.
  • ⬥ Unannounced UE5 RPG – PC, PS5, XBOX
Team LeadershipLeadershipArt DirectionMentoringVisual DevelopmentPipelines+16

Freelance

ART/ UI/ LEADERSHIP CONSULTANT

Feb 2020Present · 6 yrs 4 mos · San Francisco Bay Area · Remote

  • Art direction + leadership for game dev studios and publishers. Clients include:
  • ⬥ <STEALTH STARTUPS> – Character/avatar, UI, look/feel direction for mobile & PC/console projects.
  • ⬥ NIGHT STONE GAMES – Retro-RPG prototype (env, lighting, characters, UI), style guide, game design.
  • ⬥ GALLIUM STUDIOS – UI + branding style focus and art team mentorship for Will Wright’s Proxi project.
  • ⬥ WB GAMES – Art leadership at WB Boston; focus on mentorship + accelerating team potential.
  • ⬥ REDEMPTION GAMES – UI concepts, art direction, and storyboards for a narrative title.
  • ⬥ GAME VISION – Style, UI, and content consultation for overseas animation and game clients.
  • ⬥ FACEBOOK GAMING – Sponsored talk on content creation best practices for western markets.
  • ⬥ THOUGHT PENNIES – UE4 RPG prototype development (env, lighting, rigs, anims, UI, FX) plus style guides, branding and presentation materials for multiple AAA IP, original, and indie pixel pitches.
Team LeadershipArt DirectionMentoringStoryboardingConcept ArtMobile Game Development+21

Daybreak game company llc

ART DIRECTOR

Feb 2020Sep 2020 · 7 mos

  • Foundational work for a new studio that would revive a classic MMORPG franchise for console and PC. Created style guides, game mode mockups, and slick presentations for design and business case decks. Concept and key art direction plus logo design.
  • ⬥ Unannounced UE4 RPG – PC, PS5, XBOX SERIES X
Art DirectionVisual DevelopmentVideo GamesArtStyle GuidesGame Development+3

Fogbank entertainment

STUDIO ART DIRECTOR | PRODUCTION DESIGN

Feb 2017Jan 2020 · 2 yrs 11 mos · San Francisco, California · On-site

  • Storyscape was the high-bar HBO/ AMC/ FX-like play in interactive narrative gaming, lauded for its quality art, writing, and inclusive representation. Original shows aired alongside IPs like James Cameron’s TITANIC and The X-Files. I built the art style, art production pipelines, and art/ cine team.
  • Developed a high-quality illustrative character art look. Established pipelines for art creation, review, and implementation. Hired, trained, mentored, and managed artists and cinematic directors plus freelancers/ outsource studios to create art for 10 shows in popular genres – period, romance, comedy, drama, horror, fantasy. Production design for flagship shows’ characters, likenesses, and locations plus all key art and logos. Best practice and IP guides. Hands-on tech art, paintovers.
  • ⬥ Storyscape – iOS/Android, FoxNext/Disney, 2019 – App Store 4.8★
Team LeadershipLeadershipArt DirectionMentoringTexture PaintingMobile Game Development+19

Kabam

2 roles

SENIOR CREATIVE DIRECTOR, PUBLISHING

Promoted

Aug 2013Feb 2015 · 1 yr 6 mos

  • Creative consultation for 3rd-party publishing partners in China, Korea, Japan, Europe. My strike team of creative directors, editors, and translators handled all content culturalization and reskinning for western markets. Drove UI/UX best practices, art reskins, and audio (sfx, score, VO) re-recording plus L10N/ story editing/ script writing, and creative (key art, branding/ logos, App Store copy, CI).
  • ⬥ The Hunger Games: Panem Rising – iOS/ Android, Kabam, 2014
  • ⬥ Lord of the Rings: Legends of Middle-earth – iOS/ Android, Kabam, 2014
  • ⬥ Creature Academy – iOS/ Android, Netmarble, 2014
  • ⬥ Metal Skies – iOS/ Android, WeMade, 2014
  • ⬥ Blades of Excalibur – web, JoyYou, 2014 – full reskin
  • ⬥ Ravenmarch – web, GameReign, 2014 – full reskin
  • ⬥ Wartune: Hall of Heroes – iOS/ Android, 7th Road/ Hoolai, 2013
  • ⬥ Runes of War – iOS/ Android, Pearl In Palm, 2013
Team LeadershipLeadershipArt DirectionTexture PaintingConcept ArtMobile Game Development+19

STUDIO ART DIRECTOR/ ART DIRECTOR

Jan 2011Jan 2017 · 6 yrs

  • Studio leadership plus art direction in multi-/ single-project capacities. Grew SF studio’s art team with top talent from Blizzard, Bungie, ILM, EA, CCP, Weta, DreamWorks. Fostered an art community noted for its effective skill-sharing, camaraderie, and efficiency. Created style guides, pre-viz mockups, concept art plus hands-on prototype development. Established hiring, mentoring, dev best practices. Worked swimmingly with IP partners. Art Leader in the latter day “KRPG” studio with a focus on action and strategy RPGs.
  • ⬥ Pocket Tactics (working title for tactical RPG prototype) – iOS/ Android, unpublished
  • ⬥ STAR WARS: Uprising – iOS/ Android, 2015 – Editor’s Choice Awards
  • ⬥ Drakonsoul RPG – iOS/ Android, unpublished
  • ⬥ The Hobbit: Armies of the Third Age, 2013 – Web/ Facebook
  • ⬥ The Hobbit: Kingdoms of Middle Earth – iOS/ Android, 2012 – $100m+ rev
  • ⬥ Trojan War: Rage of Zeus, 2012 – Web
  • ⬥ Final Eden – Web, 2012 – full reskin, <4 months
  • ⬥ The Godfather: Five Families – Web/ Facebook, 2012
  • ⬥ EdgeWorld – Web/ Facebook, 2012
  • ⬥ Dragons of Atlantis – Web/ Facebook, 2011
Team LeadershipLeadershipArt DirectionMentoringMobile Game DevelopmentVisual Development+16

Planet moon studios

2 roles

ART DIRECTOR

Promoted

Jan 2006Dec 2010 · 4 yrs 11 mos · San Francisco Bay Area

  • Role grew from hands-on art to directing teams with multiple leads to overseeing operations on multiple projects. Established and validated art styles, maintained quality through critique and mentoring. Led tools development for author-friendly pipelines, anticipated issues then pushed for resolutions, built robust network of freelancers and vendors. Designed avatar systems for 3 games.
  • ⬥ BEYONCÉ: Star Power – XBOX 360 Kinect/ PS3 Move/ Wii, unpublished
  • ⬥ Disney’s Tangled – Wii/ DS, Disney Interactive, 2010
  • ⬥ The SIMS 3: Life Moments – Wii, EA – multiplayer + full technical eval. for console ports, 2010
  • ⬥ Drawn To Life: The Next Chapter – Wii, THQ, 2009
  • ⬥ My Amazing Story – XBOX 360, Microsoft Game Studios, unpublished
  • ⬥ Booty Blocks – iPhone/ facebook, 2008
  • ⬥ Brain Quest: Grade 3&4 and Grade 5&6 – PSP, EA, 2008
  • ⬥ Battle Of The Bands – Wii, THQ, 2008
  • ⬥ Smarty Pants – Wii, EA, 2007
  • ⬥ After Burner: Black Falcon – PSP, SEGA, 2006
  • ⬥ Conan: Queen of the Black Coast – PSP, unpublished
Team LeadershipArt DirectionMentoringConcept ArtMobile Game DevelopmentLighting+19

LEAD ARTIST

Apr 2000Dec 2005 · 5 yrs 8 mos · San Francisco Bay Area

  • Wore many hats in this 9-person startup – did everything one could do in game art (concepts, UI, models, textures, rigs, environments, lighting, VFX, animation, load screens, &c.) plus marketing/ box/ manual/ site art, technical art (optimization, MaxScripts/ tools, collision/ physics, palettes) and all team art management (tracking + version control, scheduling, outsourcing, hiring).
  • ⬥ INFECTED – PSP, Majesco, 2005
  • ⬥ Armed and Dangerous – PC/ XBOX, LucasArts, 2003 – Award-winning
  • ⬥ Giants: Citizen Kabuto – PC/ XBOX, Interplay, 2000 – Multiple Award-winning
Team LeadershipArt DirectionTexture PaintingConcept ArtLightingPipelines+14

Crystal dynamics

SENIOR ARTIST

Mar 2004Nov 2004 · 8 mos · San Francisco Bay Area

  • Environment art and character concept art. Built, textured, lit campaign levels and multiplayer maps, and designed the protagonist for a Deus Ex franchise product.
  • ⬥ Project: Snowblind (Deus Ex franchise), PS2/ XBOX, 2004, Eidos

Accolade game

2 roles

LEAD ARTIST

Sep 1994Apr 2000 · 5 yrs 7 mos · San Francisco Bay Area

  • Led original IP projects to fill out Accolade’s sports-heavy portfolio with high-quality “core” action titles. I enjoyed a high level of autonomy over my teams and projects, plus direct contact with the game press and use of cutting-edge SGI tech for some of the earliest lip-sync and 3D rendering in games. As a flexible generalist I did ingame pixel/ painted/ 3D art, concepts, cinematics, marketing.
  • ⬥ Slave Zero – PC/ Dreamcast, 1999, SEGA
  • ⬥ Deadlock – PC/ Mac, 1996 – Editor’s Choice Award

ARTIST/ ANIMATOR

May 1994Sep 1994 · 4 mos · San Francisco Bay Area

  • ⬥ Jack Nicklaus 5 – PC, 1996 – ★★★★★ rating + Editor’s Choice Award
  • ⬥ Hardball 6 – PC, 1996
  • ⬥ Hardball 4 – Genesis, 1994
  • ⬥ Unnecessary Roughness '95 – PC/ SNES/ Genesis, 1994
  • ⬥ Zero Tolerance – Genesis, 1994 – first and only FPS on classic consoles

Academy of art college

Instructor

Apr 1993Aug 1994 · 1 yr 4 mos

  • Taught two summer sessions of comic book illustration and storytelling in the Summer Art Experience program.

Puppy toss

Co-founder

Mar 1992Sep 1998 · 6 yrs 6 mos · Berkeley, CA

  • Comics/ small-press self-publishing collective.
  • I was one of 6 founding members and business partners, all self-motivated art-school punks, and primarily in charge of graphics (logos, branding) and desktop paste-up/ pre-press production in this long-running labor-of-love that was more of a band than a business. During the first few years we published over a dozen books directly (many featured in the Diamond and Whole Earth catalogs), in addition to our own self-run mail order catalog featuring over 100 small press books from individual creators across the country. During the existence of the business our volunteer-run collective grew to over 20 people, featured in two gallery shows (at the UC Theater and Cartoon Art Museum), exhibited at SDCC and APE, hosted special events at Barnes & Noble and other local bookstores, enjoyed coverage in The Contra Costa Times and Bay Guardian newspapers, and was key in establishing the fledgling independent/ small-press/ self-publishing community of the 1990's. Puppy Toss alumni have become arts educators, independent publishers, professional comic book artists & writers, game art directors, and Pixar animators.

Education

Academy of Art University

BFA — Illustration

Jan 1989Jan 1994

University of San Francisco

Academics and electives

Jan 1989Jan 1990

Pennsbury High School

high school diploma

Jan 1987Jan 1989

Stackforce found 100+ more professionals with Art Direction & Team Leadership

Explore similar profiles based on matching skills and experience