Studio & Org Game Production Live Events & Broadcast Film & TV Creative & IP Expressions Contact
Kevin Scharff

Executive Producer  ·  Studio Leader  ·  Franchise Builder

Career

25+ years across studio leadership, AAA game production, live events, film & TV, and creative IP projects. Select a chapter or scroll the full timeline.

Studio & Organization

Building and leading the organizations, pipelines, and cultures that let teams do their finest work. Roles listed by title.

Riot Forge

Riot Games  ·  Creative Dev  ·  2016–2022

Riot Forge Advisor

Stakeholder to the Riot Forge publishing program, guiding portfolio strategy, milestone reviews, and IP alignment across six shipped external titles.

Guided portfolio strategy, reviewed milestone gates, playtested key builds, and aligned publishing scope with Riot's IP ambitions. Partnered with external studios including Double Stallion, Airship Syndicate, and Tequila Works. Provided hands-on guidance to the Forge Leadership team involving production roadmapping, development strategy, IP usage, and player experience across creative, technical, and design implementation.

Studio & OrgPublishingIP StrategyStakeholder
Santa Monica Studio

Sony Santa Monica  ·  2013–2014

Studio Art Production Manager

Managed SMS art and animation operations across all major projects in a multi-product studio role: 60+ artists, supporting God of War: Ascension through ship and transitioning into God of War (2018) concept development.

Established art pipeline standards, scheduling methodology, and cross-project resource allocation. Integrated performance capture pipelines and art outsourcing pipelines into the studio's production practices in pursuit of modernizing approaches to development.

Built tracking and reporting infrastructure for art production status. Supervised over 60 direct reports, including career improvement, annual reviews, and regular day-to-day support.

Provided additional production support on God of War: Ascension, internal R&D projects, and technology development for next-gen hardware ahead of the God of War franchise reinvention.

Studio & OrgGod of War: AscensionGod of War (2018)
Spark Unlimited

Spark Unlimited  ·  2009–2010

Studio Development Director

Revamped and modernized Spark's development process transitioning from FPS to next-gen third-person action, driving Unreal Engine adoption and early Lost Planet 3 pre-production.

Overhauled production process from the ground up, built entirely on agile methodologies, including sprint planning, milestone gating, and risk tracking. Rebuilt studio talent from 8 to 60+ developers, while innovating on studio's usage of external partnerships and non-labor alternatives to optimize development.

Integrated performance capture, scanning, and procedurally generated technologies. Drove key software and middleware evaluations including Unreal Engine adoption. Managed relationships with key technology and publishing partners.

Accountable for project P&L across all OPEX, from key talent to vendor management. Guided development on an unannounced action RPG title.

Studio & OrgP&LProduction Direction

Game Production

Full-cycle AAA production across studios, publishers, and platforms, from concept through worldwide release. Titles listed by game.

Riot R&D Incubation

Riot Games  ·  2020–2026

Riot R&D Incubation

Executive Producer on a new unannounced AAA title inside Riot's Discovery Studio. Scaled team from 2 to 53 across multiple milestones and investment gates from concept to pre-launch validation. Accountable for product and business strategy and full P&L.

New genre space incubation through milestone validation. Advanced based on milestone gated model, managing investor-aligned budgets with full business and P&L accountability. Org scaled from 2 to 53 people. Product ownership from greenlight through pre-launch while validating opportunity space worth pursuing against Riot's business goals.

Led product and portfolio strategy. Defined audience, product thesis, operating model, and multi-season investment roadmap, with ultimate accountability for game development execution and quality against creative, technical, and delivery goals.

Owned KPI frameworks, discovery goals, and decision gates (kill/pivot/advance), leveraging longitudinal, naturalistic playtesting to validate D7/D14/D28 retention and guide core loop, meta-system, and content cadence decisions.

Partnered with product management, publishing, finance, insights, and platform leadership to align creative direction, budget, resourcing models, and end-to-end delivery plans.

Developed TAM/SAM/SOM models, KPI frameworks, and multi-release milestones informing long-term strategy, feature prioritization, and investment decisions.

Game ProductionEPGenre Defining
Riot Forge

Riot Games  ·  Creative Dev  ·  2016–2022

Riot Forge: 6 Published Titles

  • Ruined King
  • CONV/RGENCE
  • Song of Nunu
  • Hextech Mayhem
  • The Mageseeker
  • Bandle Tale

Guided portfolio strategy, reviewed milestone gates, playtested key builds, and aligned publishing scope with Riot's IP ambitions. Partnered with external studios including Double Stallion, Airship Syndicate, and Tequila Works. Provided hands-on guidance on animation, visual design, and gameplay feel.

Game ProductionPublishingExternal Studios
Square Enix

Spark Unlimited / Square Enix  ·  2008–2009

Unannounced Action RPG

Development Director on an unannounced third-person action RPG for Square Enix, overseeing production pipeline and milestone delivery at Spark Unlimited.

Led development direction on an unannounced action RPG project for Square Enix. Oversaw production planning, milestone structure, and cross-studio collaboration.

Overhauled production process from the ground up, built entirely on agile methodologies, including sprint planning, milestone gating, and risk tracking. Built team from 8 to 60+ developers, while innovating on studio's usage of external partnerships and non-labor alternatives to optimize development.

Integrated performance capture, scanning, and procedurally generated technologies. Drove key software and middleware evaluations including Unreal Engine adoption.

Accountable for project P&L across all OPEX, from key talent to vendor management.

Game ProductionAction RPGPS3Xbox 360Development Director
Lost Planet 3

Spark Unlimited / Capcom  ·  2010–2013

Lost Planet 3

Led full development of 110-person studio through full AAA production cycle, delivering all Capcom publisher milestones on time and within budget through worldwide release.

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Led full development of Lost Planet 3 (Xbox 360, PS3, PC) overseeing 110 developers; delivered all Capcom publisher milestones on time and within budget.

Primary Capcom contact for milestone review, scope negotiation, and creative approvals. Instituted scaled agile frameworks, oversaw development budget and resourcing strategies. Partnered with game director on all key product decisions.

Directly managed 8-person production team in driving organizational design and delivery strategy.

Oversaw all production requirements of the development team and in relationship with Capcom Japan, U.S., and Europe; navigated cross-cultural workflows, approvals, and quality expectations throughout the title's lifecycle.

Represented the project publicly at SIGGRAPH 2012 and New York Comic-Con 2012.

Released August 2013 on Xbox 360, PS3, and PC.

Game ProductionPCPS3Xbox 360
God of War: Ascension

Sony Santa Monica  ·  2012–2013

God of War: Ascension

Production support on God of War: Ascension, while managing 60+ artists across disciplines during delivery of the franchise's final Greek mythology chapter on PS3. Provided support to ensure global certification and release against fixed delivery date.

Watch trailer →

Oversaw SMS art operations during final months and ship for God of War: Ascension. Managed artists and animators across all creative and technical art disciplines. Established art pipeline standards and scheduling methodology that carried forward into the God of War franchise reinvention.

Provided tactical support for PS3 certification requirements across all major regions.

Released March 2013 on PS3.

Game ProductionPS3
Legendary

Spark Unlimited  ·  2005–2008

Legendary

Animation Director on an original IP: complex mythical creatures unleashed in the modern world with a cinematic storyline. Built and led the animation team from the ground up through full production.

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Responsible for building the animation team and pipeline, leading key frame driven in-game and cinematic production, and delivering character and creature animation through gold. Provided animation direction reviews, best practices, and support for the animators. Supervised biomechanical requirements and implementation of all characters from concept, character production, rigging and final animation.

Provided support in instituting first agile conversion at Spark, by leading scrum-based strike teams across key interdisciplinary efforts, primarily focused on AI driven creature development and FPS mechanics.

Game ProductionAnimation DirectorPCPS3Xbox 360
Call of Duty: Finest Hour

Spark Unlimited / Activision  ·  2002–2004

Call of Duty: Finest Hour

Lead Animator on the first console entry in the Call of Duty franchise for Activision. Responsible for executing a more grounded “citizen soldier” animation direction to distinguish it as a new IP, while establishing the team’s animation standards for full production.

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Served as Lead Animator at Spark Unlimited on Call of Duty: Finest Hour (PS2, Xbox, GameCube). Responsible for soldier and character animation, rigging standards, and building the animation workflow that would carry forward into subsequent Spark titles.

Built an iconic feeling of Call of Duty as a world of citizen soldiers and not singular heroes through animation direction and execution.

Game ProductionLead AnimatorPS2XboxGameCube
Medal of Honor: Frontline

EA / DreamWorks Interactive  ·  2000–2002

Medal of Honor: Frontline

Animator on Medal of Honor: Frontline, including the memorable D-Day landing sequence that opened the game. Over 14 million sold. 88 Metacritic on PS2. Lead Animator credit for the Xbox/GameCube editions that included multiplayer.

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Animator and Lead Animator at EA (DreamWorks Interactive). Featured in Official PlayStation Magazine and GamePro. Nominated for “Console First Person Action Game of the Year.”

Foundational AAA production experience: craft-level execution at a major publisher on a top franchise.

Game ProductionAnimatorPS2

Live Events & Broadcast

Real-time production at global scale: AR, VR, and broadcast experiences reaching tens of millions of concurrent viewers. Listed by event.

LPL K/DA Virtual Idol

Riot Games  ·  LPL Broadcast 2019  ·  Shanghai

LPL 2019: K/DA Virtual Idol

Following on the success of 2018's K/DA AR Opening Ceremony, produced the world's first live AR virtual idol interview at the League of Legends Pro League Finals in Shanghai, deploying multiple K/DA beats for 60M unique viewers. A true global collaboration spanning 3 continents to produce memorable real-time dance and interview virtual performances.

View case study →

Industry-leading real-time AR virtual idol performances. Built partnerships across three continents involving Riot Games, Cubic Motion, The Future Group, Epic Games, and Tencent for the LPL broadcast. Designed and oversaw product from inception to final delivery, including building the technical pipeline, creative direction, real-time rendering, and on-site delivery in China alongside a highly collaborative team from within Riot and across key partnerships.

Live EventsVirtual IdolARK/DALoL60M+ Viewers
Worlds 2018 K/DA POP/STARS

Riot Games  ·  Worlds 2018  ·  Incheon, Korea

Worlds 2018 Opening: K/DA POP/STARS

Oversaw three creative beats at Worlds 2018 from Incheon, Korea, which included the live K/DA AR debut of POP/STARS, one of the most-watched moments in esports history with over 90 million unique viewers.

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Three creative beats across three separate teams: a K/DA champion-infused countdown, a live K/DA AR music performance involving real singers and their virtual counterparts, and a pre-rendered CG generated sequence involving Ahri chasing the Summoner's Cup trophy.

Supported resourcing and talent required for the K/DA transformation of the countdown clock. Spearheaded the asset creation and high-fidelity character models for the AR K/DA performances. Production planning, vendor assessments, craft supervision and feedback for performance capture sessions at Digital Domain for the dance performance beats. Led internal development of Ahri asset and partnered with CDev CG team to produce the Nostalgia beat of Ahri chasing the Summoner's Cup.

Coordinated across Riot esports, music, creative, and broadcast teams for a cohesive multi-act ceremony.

Live EventsVirtual IdolARK/DALoLCinematics90M+ Viewers
VR Freeze Frame China Tour

Riot Games  ·  China Tour  ·  2017

VR Freeze Frame: League of Legends China Tour

Led production of an interactive VR experience transporting visitors to Summoner's Rift for a proper at-scale experience with League champions. Deployed across multiple traveling exhibit pop-up kiosk locations across major cities in China.

First-person immersive perspective of League of Legends champion Zyra. Developed UE4 VR pipeline, on-site hardware spec, and delivery to kiosk infrastructure. Multi-city simultaneous deployment across the China consumer tour.

Live EventsVRLoLUnreal Engine

Film & TV

Feature animation, streaming series, and broadcast production, from theatrical CG films to Emmy-nominated streaming. Listed by title or studio.

Nueart Pictures  ·  1998–2000

CG Animation, Nueart Pictures

3D character artist and animator in CG animation production, building the visual craft foundation that bridges film-quality CG and real-time aesthetics.

Early career CG film animation role. Contributed across all aspects of CG pipeline, from modeling, texturing, layout, animation, lighting and compositing on original independently developed CG animated feature film Aerotroopers. Built by a team of less than 20 artists, it competed during a time of highly-gated proprietary CG development from Pixar and PDI. Served as a foundation in visual craft that directly informed subsequent cinematic and real-time game development work and critical knowledge across the entire CG animated pipeline.

Film & TVCG Animation

Modern Videofilm  ·  1997–1998

CG Artist, Modern Videofilm

CG and visual effects work on primetime television series: early professional foundation in digital production craft at a major Hollywood post house.

CG artist and VFX contributor on multiple primetime series including Sabrina the Teenage Witch, Power Rangers, and Boy Meets World. Early adoption of Maya as a 3D Generalist to drive CG integrations with live action plates. Worked within a professional post-production pipeline during the early era of digital VFX in television.

Film & TVBroadcastCGVFXABCSaban

CNN  ·  TNT  ·  TBS  ·  1995–1996

Broadcast Graphics

Motion graphics and on-air design for CNN, TNT, and TBS: early professional foundation in broadcast design and real-time graphics production.

On-air graphics and motion design across three major cable networks. Contributed to broadcast identity, Chyron operation and graphics, and network packaging during the formative years of cable television design. Foundation in real-time production craft that informed later work in games and live events.

Film & TVBroadcastMotion GraphicsCNNTNTTBS

Creative & IP Expressions

Side projects, IP expansions, and creative experiments: the work that happens because making things is what you do.

Animated Shorts & Series

Riot Games  ·  2016–2020

Get in Touch

Let's work together.

Los Angeles, CA
Open to EP, GM, and Studio Director roles
in games and entertainment.