Summary
Quote
Accomplishments
Work History
Education
Skills
Patents
Honors Awards
Websites
BusinessAnalyst
Bryan Salt

Bryan Salt

Creative Director
Santiago

Summary

With more than three decades immersed in gaming, technology, and entertainment, I've played a significant role in advances in the industry. Throughout my career, I've led the development of numerous commercial and end-user tools, alongside creating over 50 titles featuring renowned IPs. Since the early '90s, my passion for real-time 3D has been instrumental in several breakthroughs in interactive entertainment. Together with collaborators, I've co-authored several patents for ground-breaking 3D engines and innovative tools for real time 3D. Notably, in 2001, I spearheaded the development of the first Java global standard for 3D on mobile phones. In 2014, my fascination with AI was sparked when I received China's Innovation and Entrepreneur award for pioneering work in Generative 3D with Haier. This recognition marked a pivotal moment, propelling me deeper into the realm of artificial intelligence. Most recently, I lead the K Squad at Kongregate, where our focus is on rapid prototyping and market testing of cutting-edge concepts. Among our recent endeavours is the creation of "Kongregate's AI Adventure Creator," an innovative tool empowering end-users to craft their own games utilizing the latest advancements in AI technology. My unwavering commitment to innovation, particularly in tools and AI, and my track record of delivering ground-breaking solutions with the minimum of resources, continue to propel me forward in pushing the boundaries of what's achievable in gaming and technology.

Quote

Bryan has massively influenced the way we are thinking about using AI for the asset creation process in game making. He took the initiative and lead a small team to redefine our development process. Bryan is a great leader, game creator and beautiful mind who is always open to explore new ways.
Markus Lipp-CEO Kongregate

Accomplishments

End User AI Tools: Created the innovative AI-driven Adventure Game Creator that empowers users of all skill levels to craft immersive 80s-style games through a web-based editor. By integrating cutting-edge AI tools, this platform transformed game creation, enabling anyone, including non-developers, to design and publish adventure games in just hours on the Kongregate platform.

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Advanced AI Tools for Game Development: Designed several in-house tools to guide developers through their game creation experience, leveraging AI to simplify complex processes and lower the barriers to game development.

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Innovative Word Puzzle Game with AI Integration: Leveraged my knowledge of all areas of game development to solo create Catnip Word Wishes, a unique word game where AI-generated images transform based on player input. This innovative blend of creativity, problem-solving, and AI technology reinvigorated the classic puzzle format, offering a fresh and engaging gaming experience.

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Mobile Pioneer: Led the creative team that pioneered the first 3D technology on ARM's mobile chipset, which powered 98% of mobile phones at the time. Collaborated with ARM, Vodafone, and Nokia to develop this into the JSR 184 standard for mobile gaming, setting a new benchmark in mobile 3D graphics.

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Global Leader: As Global Creative Director at Superscape, I led game development teams across England, France, Spain, Russia, and America while also working closely with the 50-strong UK development team. Oversaw the creation of innovative technologies, editors, and games, including the LEGO Creator series, driving forward creative and technological advancements in games and productivity tools.

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VR Pioneer: One of five key developers of the Superscape engine and creation platform, which became the industry standard for VR development in the early 90s. Marketed as the Virtual Reality Toolkit (VRT) under Dimension International, this groundbreaking platform—akin to today's Unity—empowered creators to build immersive VR experiences, laying the foundation for future innovations in virtual reality.

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Game Veteran: Began my career at Incentive Software, the creators of the Freescape rendering engine, which is recognized as one of the first proprietary 3D engines used in multiple video games. This foundational experience laid the groundwork for my lifelong passion and contributions to technology in the gaming industry.

Work History

Creative Director

Gamaga a Kongregate company
5 2015 - 09.2024
  • As the Creative Director at Gamaga, a Kongregate company, since May 2015, I've played a pivotal role in shaping our game development direction
  • Over the past eight years, I've been responsible for overseeing the conceptualization, prototyping, and presentation of a diverse range of games, including hits like Operate Now and Cobra Kai
  • In the early stages of my tenure, I spearheaded a significant transition at Gamaga, redirecting our focus from small web projects to high-budget mobile titles
  • This strategic shift revolutionized our business approach within just six months
  • Throughout my time at Gamaga, I've also led the development of innovative technological tools and production processes, greatly enhancing our capabilities in game creation and production
  • Following Gamaga's acquisition by Kongregate in 2022, I took the initiative to establish the K Squad, a lean methodology team dedicated to minimizing risks and maximizing efficiency in game development and innovation
  • Our approach involves condensing the development cycle to a few weeks, releasing a product each week, testing, and iterating with a compact team
  • This streamlined process not only reduces overhead costs but also accelerates innovation by ensuring rapid iteration and feedback loops
  • By swiftly prototyping and testing new ideas, we can adapt and refine concepts based on real-world user feedback, leading to nimble, cost-effective, and iterative development that drives the creation of cutting-edge gaming experiences.

Founder

Thinker Thing
07.2012 - 05.2015
  • Thinker Thing emerged as a pioneering start-up centered on generative 3D tools tailored for on-demand manufacturing
  • Our groundbreaking approach integrated state-of-the-art evolutionary learning systems, empowering users to effortlessly evolve professional 3D models
  • Our endeavors garnered global recognition, with coverage from reputable sources such as the Reuters news agency and prime time Chinese state television, reaching an audience exceeding 500 million viewers
  • Collaborating with manufacturing giant Haier, our technology was prominently showcased at the Qingdao Expo China, a landmark event rivaled only by the Olympics
  • Our achievements were further underscored by Gartner, which highlighted Thinker Thing as one of the top 5 companies to watch in their 2014 3D Industry Report
  • Moreover, we clinched the prestigious International Winners title at China's State Innovation and Entrepreneur Competition in 2014, solidifying our status as leaders in innovation and entrepreneurship on a global scale.

Executive Producer

DeNA
11.2009 - 09.2012
  • In November 2009 I joined the start up Social Games Company AtakamaLabs as employee no 3
  • Less than 2 years later we were acquired by DeNA
  • During my tenure, I pioneered the development of in-house and end-user tools for an innovative flash-based voxel engine
  • This engine had the capability to handle a million voxels in real time within the underpowered flash environment on a web based application.

Creative Director / Owner

RTZ Interactive
01.2004 - 01.2009
  • In 2004, I became part of a management buyout of the Spanish development division of Superscape, known as RTZ Interactive
  • Working with a compact team of 13, I dedicated several years to crafting games in the burgeoning mobile gaming market
  • Despite limited budgets and tight timeframes, RTZ Interactive delivered a plethora of innovative titles, pushing the boundaries of what was achievable on early mobile devices
  • Our notable successes included popular titles like Alonso Racing, Scuba Solitaire, Capone Casino, and Drakulin, which was a finalist in the 2006 Mobile Gaming Awards.

Global Creative Director

Superscape
01.1999 - 01.2004
  • In 1999 I joined Superscape as Global Creative Director
  • The company, which had grown from Incentive Software, was now a £ multimillion backed development company, at the time, focusing on a new type of internet real-time 3d visualiser
  • I was tasked with implementing global solutions for e-commerce with this new visualiser
  • However, shortly after the internet bubble burst, I headed a small task force within the company to develop new ideas and direction for the company and led the creative team that put the first 3d on the mobile chip set developed by ARM, http://www.arm.com/ at the time, the chip design in 98% of mobile phone handsets
  • Working alongside ARM, Vodafone and Nokia, this developed into the jsr 184 standard for mobile gaming
  • This success led the company to further funding rounds in which I was involved and propelled the company forward
  • My success in this new direction for the company elevated me to the EMT, a board level group that defined the strategy for the company
  • For 2 years I worked alongside Global Mobile Manufacturers to implement this new standard for mobile gaming
  • In my final period with Superscape, I was overseeing the game development teams in England, France, Spain, Russia and America as well as continuing to work alongside the 50 strong development team in the UK.

Creative Director / Founder

Black Sheep Design
01.1997 - 01.1999
  • Whilst still remaining on the Board of Directors at Televirtual, I founded the company, Black Sheep, backed again by Baron Hollick at UNM
  • The remit of the company was to bring UNMs other holdings into the new Internet era
  • Key developments included creating the first on-line version of the English newspaper The Daily Star.

Creative Director / Owner

Televirtual
01.1995 - 01.1998
  • In 1995 I was asked by Clive Hollick, head of UNM, to become a director and part owner of Televirtual
  • Hollick had recently acquired Anglia Television and with it the technical arm of Broadsword, a children's television production company on the cutting edge of technology
  • Televirtual produced 5 prime time television programs including the world first digital puppet for TV, Ratz the Cat
  • The facial motion capture system used for Ratz was developed for numerous shows
  • In addition, our Blue Matte experience lead us into the then emerging Play Station market for titles such as Psygnosis Krazy Ivan
  • Our groundbreaking work with the facial capture systems led us to set up one of Europe's first motion capture studios for the gaming industry.

Founder

Self Employed
01.1994 - 01.1995
  • A 2 person VR consultancy firm delivering many high profile real time 3d projects, including 3D simulators for the British Military and numerous medical visualization for blue chip companies such as Glaxo and SmithKline
  • During this period I also produced the networked 3d gaming system and creative direction for the children's television game show, Virtually Impossible.

3D Designer

Incentive Software/Dimension International
01.1990 - 01.1994
  • Employed as the first designer of a five man team to oversee the interface and feature design of the next generation of the Freescape engine; a 3d engine that worked on low power machines such as the ZX Spectrum (Driller, Eclipse, Castle Master)
  • During my time at Incentive, the Freescape engine evolved into the Superscape engine and was marketed under Dimension International as a Virtual Reality creation Toolkit, VRT
  • On completion of the product, virtual reality (VR) was at the height of the public's imagination and as the company grew exponentially my tasks switched to daily consultancy for major blue chip projects worldwide
  • With the popularity of VR I was asked to speak at many conferences, including a special delegation at the United Nations in Geneva
  • During my final year I also lead a three man team that delivered the prime time TV show, Cyberzone
  • A live competition show based on 5 networked 486 PC system delivering (very early) real time 3d gaming.

Junior Designer

Vivid ID
01.1988 - 01.1989
  • Music Video Set Design & Construction
  • Design of minor merchandising products for the Rolling Stones' Steel Wheels comeback tour & Album typography.

Education

BA Hons 2.1, Art Design -

University of the Arts London
01.1985 - 01.1988

Skills

Rapid Prototyping

Patents

  • Efficient image transmission
  • User interface

Honors Awards

China's, 2014 Innovation and Entrepreneur of the year (international)
Bryan SaltCreative Director