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Mike Apolis
Mike Apolis
Apolisart
Redmond, United States

Summary

Creative and people-first Art Director with 20+ years of experience spanning AAA game development, live service games, franchise brand management, marketing creative, and consumer products. Proven leader of multidisciplinary and distributed teams, with deep expertise in translating vision into scalable pipelines, mentoring leaders, and aligning game development with marketing and brand strategy.

Recognized for building inclusive, high‑performing creative cultures; partnering with global stakeholders and licensees; and shipping iconic franchises while maintaining IP integrity. Currently also a solo indie developer, owning end‑to‑end game creation, publishing, and go‑to‑market strategy.

Core Strengths
• Art Direction & Visual Strategy
• Creative & People Leadership
• Multidisciplinary Team Management
• Game Development (AAA, Live Ops & Indie)
• Brand Strategy, Governance & IP Stewardship
• Live Operations & Content Pipelines
• Agile / Scrum Leadership
• Mentorship & Talent Development
• Creative Organization Leadership & Vision
• Art Direction at Franchise & Portfolio Scale
• Strategic Planning & Roadmapping
• Cross Studio & Executive Collaboration
• Marketing Creative Strategy & Campaign Alignment
• Consumer Products & Licensing Partnerships
• Budgeting, Resourcing & Vendor Oversight
• Outsourcing & External Studio Management
• Production Pipelines & Operational Excellence

Skills

Art Direction3D ModelingVisual EffectsMarketing IllustrationLevel DesignBrandingenvironment art

Software proficiency

3ds Max
3ds Max
Blender
Blender
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
FL Studio
FL Studio

Productions

    • Video Game
      Minecraft
    • Year
      2009
    • Role
      Art Lead
    • Company
      Mojang Studios
    • Mobile Game
      Minecraft Earth
    • Year
      2019
    • Role
      Art Lead
    • Company
      Mojang Studios
    • Video Game
      Neverwinter
    • Year
      2013
    • Role
      Art Lead
    • Company
      Cryptic Studios
    • Video Game
      Star Trek Online
    • Year
      2010
    • Role
      Lead Environment Artist
    • Company
      Cryptic Studios
    • Video Game
      Champions Online
    • Year
      2009
    • Role
      3D Environment Artist
    • Company
      Cryptic Studios
    • Video Game
      City of Villains
    • Year
      2005
    • Role
      3D Environment Artist
    • Company
      Cryptic Studios
    • Video Game
      City of Heroes
    • Year
      2004
    • Role
      3D Environment Artist
    • Company
      Cryptic Studios

Experience

  • Art Director at Mojang Studios
    Redmond, US
    August 2019 - Present

    • Provide director level leadership across multiple creative organizations within Minecraft Central Creative, supporting one of the world’s most recognizable game franchises.

    • Lead multiple multidisciplinary creative teams within Minecraft Central Creative, spanning Brand Assurance, Marketing Creative, Social Media Art, Education, and Video Production.

    • Set creative vision, standards, and long term strategy for teams spanning Brand Assurance, Marketing Creative, Social Media Art, and Video Production.

    • Provide art direction, people management, mentorship, staffing, and performance development for senior creatives and emerging leaders.

    • Drive scalable creative pipelines and production methodologies supporting global marketing, live operations, and franchise initiatives.

    • Serve as senior creative partner to global licensees and retailers (including Target, LEGO, Mattel), guiding consumer product development, retail displays, and promotional campaigns.

    • Partner closely with studio leadership, publishing, marketing, product, and production to align creative output with business goals, franchise strategy, and audience growth.

    • Build and evolve team structures, roles, and pipelines to support sustainable live operations and global marketing demands.

    • Lead senior creatives and people managers through mentorship, coaching, performance management, and leadership development.

    • Co author and steward brand guidelines to ensure visual consistency, IP protection, and creative excellence across games, marketing, and licensed products.

    • Served as Art Director for Minecraft Earth, overseeing visual development and strategy, remote studio collaboration, content pipelines, and launch aligned marketing initiatives.

  • Art Director at Cryptic Studios
    Los Gatos, US
    January 2015 - August 2019

    • Owned and directed art vision and execution for Dungeons & Dragons: Neverwinter, leading in‑house, remote, and outsourced teams across concept, character, environment, VFX, animation, and UI/UX.

    • Managed teams of 15+ in‑house artists and 20+ external artists, scaling resources to meet live service demands.

    • Owned art scheduling, scope planning, and production strategy for major content releases.

    • Led marketing art direction and collaborated on data‑driven campaigns, contributing to increased engagement and revenue during key promotions.

    • Shipped 10 major live content releases, balancing quality, performance, and production velocity.

    • Partnered directly with Wizards of the Coast executives and art leadership to uphold D&D IP authenticity and brand alignment.

    • Helped define studio wide initiatives for career paths, growth frameworks, and leadership development.

  • Staff Visual Effects Artist | Lead / Senior / Staff Environment Artist | Art Outsourcing Manager at Cryptic Studios
    Los Gatos, US
    February 2005 - January 2015

    • Advanced through progressively senior roles encompassing hands on craft, people leadership, outsourcing management, and feature ownership.

    • Led small to mid sized teams, mentored artists, and established quality and technical standards across multiple shipped titles.

    • Designed and implemented large scale environments, modular asset kits, lighting, VFX, and gameplay supporting art systems.

    • Co designed player-facing user generated content tools and editors with engineering, serving as feature designer and UI/UX creative.

    • Directed remote teams of 25+ artists, managing vendor relationships, schedules, quality control, and budgets.

    • Mentored team members on performance conscious environment design, VFX workflows and visual readability.

    • Co‑designed gameplay tools and editors with engineering, including user‑generated content systems for Star Trek Online and Neverwinter.