Studio Photos

About

We Are Supergenius

Supergenius is a studio of highly disciplined teams dedicated to pushing the limits of quality, creativity and technology in the world of game art and animation.

Why Work with Us?

It depends on the kind of developer you are. We are located in Portland, Oregon, and the developers we typically work with require an experienced team that can work side by side with them within roughly the same time zone. They need a team that is as close to an internal team as they can get without packing them into the same office. They appreciate feeling comfortable handing off a large section of their project to a team that “gets it.” A team that can work independently without taking a whole lot of management time. When it comes to communication they can’t afford any roadblocks because time is always of the essence. They also need people who can be at their office within 24 hours notice when the need arises. These are the kinds of developers we work with. Does this sound like you?

Don’t Outsource with Us

We are not an outsource studio. We are an external team of professional video game artists located on the west coast of the United States. We are here to make your game better, and take some pressure off your team. Outsourcing doesn’t provide this for you. Outsourcing provides you a whole lot of work for really cheap. This work usually comes from an office/warehouse located somewhere in a developing country, and is usually done by people who don’t understand your game or your vision. It doesn’t save you management time. And it definitely doesn’t save you money when your game doesn’t ship because you have to redo all of the work. We take the time to understand your game, the technology, and the people who are making it happen. We care deeply about every project we work on and make sure we do it right. Our job is to be an external division of your team that you LOVE to work with because we produce art and animation that adds value to your game and takes some of the pressure off your team.

This is Our Studio

Supergenius is located on the second floor or the MacCauld building on historic Main Street, Oregon City, just a few miles south of Portland. We like our studio. It’s a great place to work. We believe our studio has a great energy which is due, in no small part, to the people that work here. We advocate a culture of creativity, respect and self improvement. Not a day goes by where we aren’t analyzing the best current work in games and animation and deconstructing how a certain effect or piece of art was achieved. We help each other become better artists and animators and on good days, better people in general.

MANAGEMENT

ROBB CROCKER | CEO | FUNNELBOX INC.

His title says CEO, but Robb’s really the head coach at funnelbox, (Cinematics’ parent company) because he likes nothing more than seeing his crew invent, grow and succeed without him. Loves it as much as blending music, sound, action and images in this art called moving pictures. That’s why he founded funnelbox over ten years ago, because there’s great satisfaction in the work. Even more if it airs on the Super Bowl (and it has). When not working Robb enjoys…nevermind, he’s always working.

PAUL CULP | STUDIO DIRECTOR | CINEMATICS

Paul brings over 15 years of game industry knowledge and experience as an Art Director, Producer, Creative Director and Outsourcing Director to Cinematics. Prior to Cinematics, Paul co-founded Liquid Development, one of the first and largest art outsourcing studios in the industry where he helped develop many of the standards used in art outsourcing today. As Liquid’s founder and Creative Director, Paul Produced and Art Directed many game titles, including Shiny’s Enter the Matrix, EA’s Ultima Online and Microsoft’s Mech Assault, to name a few. Paul cut his art directing teeth in 1995 at a small developer in San Francisco called Blam, where he art directed and wrote original game designs for companies like EA, Stormfront and Mindscape. Paul channels all his available energy into making the studio an evolutionary sanctuary for the next generation of game artists. The success of which has been confirmed by a flock of UFO’s spotted over the studio early this summer.

BRYAN PROVENCHER | ANIMATION DIRECTOR

Bryan graduated magna cum laude the Art Institute of Portland, half-way to realizing his lifelong dream of being a professional animator. As Animation Director of Cinematics, Bryan has not only realized that dream, but is helping others achieve it as well. Bryan is a great animator and a passionate teacher, working closely with his team and AI students to shape them into masters of motion. It is Bryan’s talent, hard work and ability to teach and manage others that allows Cinematics to produce the kind of high quality, high volume work that projects like Sam and Max and Monkey Island demand. When not being reprimanded for working too much, Bryan enjoys running (from what we aren’t sure) and shooting things in Half-Life and Team Fortress.

JULIUS JOCKUSCH | TECHNICAL DIRECTOR

Julius is the IT Manager, render technician, compositor and overall effects guy at Cinematics. Not only does he rig, model and animate in 2D and 3D, he’ll even re-system a computer to achieve the best effect. He once turned a 30-jointed invasive crustacean into General Mittencrab. And he still gets choked up watching the beautiful, tactile garbage dumps of WALL-E. When not doing techy geeky stuff at work he enjoys…well, doing techy geeky stuff at home.

Staff Photos