I am a hands-on Art Director / Lead Designer with 25+ years across animation, games, and real-time work. My focus is production concept that solves visual problems early—clear targets, orthos/callouts, paintovers, and guides that keep teams aligned and reduce downstream rework. I excel at cross-silo collaboration across design, modeling, surfacing, rigging, animation, and tech art/dev. I use fast iteration under constraints to unblock production, maintain quality, and ensure consistency across episodic animation and real-time immersive projects.

Adam Cable

I am a hands-on Art Director / Lead Designer with 25+ years across animation, games, and real-time work. My focus is production concept that solves visual problems early—clear targets, orthos/callouts, paintovers, and guides that keep teams aligned and reduce downstream rework. I excel at cross-silo collaboration across design, modeling, surfacing, rigging, animation, and tech art/dev. I use fast iteration under constraints to unblock production, maintain quality, and ensure consistency across episodic animation and real-time immersive projects.

Available to hire

I am a hands-on Art Director / Lead Designer with 25+ years across animation, games, and real-time work. My focus is production concept that solves visual problems early—clear targets, orthos/callouts, paintovers, and guides that keep teams aligned and reduce downstream rework.

I excel at cross-silo collaboration across design, modeling, surfacing, rigging, animation, and tech art/dev. I use fast iteration under constraints to unblock production, maintain quality, and ensure consistency across episodic animation and real-time immersive projects.

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Language

English
Fluent

Work Experience

Art Director at Edify Engine
October 1, 2025 - Present
Lead hands-on art direction and production concept for real-time immersive projects. Align cross-discipline teams with build-ready targets (orthos, callouts, paintovers, style frames). Unblock production by clarifying visual direction early and reducing downstream rework.
Creative Director at New Frontier Presents
December 1, 2021 - October 1, 2025
Led art direction and visual problem-solving for real-time and Web3/immersive experiences. Defined visual targets for environments/worlds and supported implementation with production-ready guidance. Collaborated across design/3D/dev to resolve bottlenecks and keep delivery moving.
Visual Development Artist at Doberman Pictures
November 1, 2020 - February 1, 2021
Supported a 2D-to-3D pipeline transition with production-friendly visual targets and direction. Contributed to design development and cross-department alignment for episodic delivery.
Lead Designer at WildBrain (formerly DHX Media)
January 1, 2019 - June 1, 2020
Produced production concept and build-ready design for episodic animation. Developed major transformation designs from story intent into executable 3D direction. Provided targets, notes, and approvals support to reduce downstream rework and maintain consistency.
Lead Designer / Concept Artist at Rainmaker Entertainment
December 1, 2017 - June 1, 2018
Created characters, locations, and props for episodic production. Built surfacing/outsource guides and visual targets to maintain consistency across assets. Supported production with problem-solving paintovers and actionable direction.
Art Director at Exit Earth Entertainment Inc.
January 1, 2012 - December 1, 2017
Oversaw art direction and asset creation across characters, environments, props, and production needs. Supported studio planning and funding/grant efforts (Canada Media Fund). Led art direction and produced extensive production art for Kid Baby Starchild (Steam Early Access).
Contract Artist at Northway Games
January 1, 2016 - December 31, 2016
Contributed art support for Fantastic Contraption (VR). Worked within real-time constraints and headset-first presentation requirements. Supported production needs across assets and visual consistency.
Lead Environment Texture Artist at Next Level Games
January 1, 2010 - December 31, 2011
Developed environment texture sets and world locations for Captain America: Super Soldier. Delivered production-ready materials for interactive and non-interactive environment props. Partnered with cross-discipline teams to meet performance, pipeline, and quality constraints.
Lead Texture Artist / Environment Modeler at Radical Entertainment
February 1, 2005 - February 1, 2010
Produced shipped environment textures and world assets across multiple Crash titles. Maintained consistent materials and visual direction under performance and schedule constraints. Collaborated with environment, lighting, and tech teams to hit quality bar.
Environment Texture Artist at Blue Shift
January 1, 2001 - January 1, 2004
Contributed production art to shipped titles under schedule and pipeline constraints. Delivered build-ready environment/prop support with consistent materials and readability.

Education

Certificate in Computer Animation at Vancouver Institute of Media Arts
January 1, 1998 - January 1, 1999
Certificate at Sungoma Art Center (Gold & Silversmithing)
January 1, 1993 - January 1, 1994
Agile Leadership Certificate at Radical Entertainment
January 1, 2009 - January 1, 2009
Certificate in Computer Animation at Vancouver Institute of Media Arts
January 1, 1998 - December 31, 1999
Certificate - Gold & Silversmithing at Sungoma Art Center
January 1, 1993 - December 31, 1994
Agile Leadership Certificate at Radical Entertainment
January 1, 2009 - December 31, 2009

Qualifications

Agile Leadership Certificate
January 1, 2009 - January 1, 2009
Agile Leadership Certificate
January 1, 2009 - December 31, 2009

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    uniE621 Ride The Wave
    On Ride The Wave, I collaborated closely with writer Jeff Buesing to visually realize his vision for the book. I created the cover and interior illustrations, developing a warm, story-driven visual approach that supported the tone and message of the text. Alongside the creative work, I also handled the print formatting for the cover and interior pages, helping bring the project all the way from concept to finished book. This project reflects the kind of illustration work I enjoy most: close creative collaboration, thoughtful visual storytelling, and delivering polished, publication-ready results.