SETH HENDERSON
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Rec Room initially brought me on to boost concept art production, where I served as both principal artist and art director—creating concepts and managing a team to accelerate delivery.
After six months, I was hired on full time and promoted to Creative Director. This required me taking on broader responsibilities including defining a profitable company vision, refining pipelines, directing art production, and strategically optimizing the game for profitability.

Initially as a contractor, I leveraged my external team, increasing art output by 300%. Below are a few examples from the hundreds of costume and prop concepts we produced.
Once I came on full time as Creative Director, I focused on monetization strategy, taking on the internal art team and collaborating across disciplines to bring that vision to life. To avoid wasted work, I worked closely with the CI team to validate ideas early, prior to moving into production. Once validated, I moved forward with user-preferred themes, developed monetized core loops, and maximized player engagement. Within six months, my team increased revenue by 225% and doubled D1/D7 conversion.

Players rallied in excitement, saying things like "Rec Room is back!" Our internal team, excited to make an impact and seeing the potential, lined up to work on the new themes. 

Below are assets from two successful themes: sci-fi and anime.
After vetting the theme and creating assets, my team and I designed a season pass featuring functional avatar items that enhance gameplay and feed into the core loop. Instead of selling items individually, taking upwards of 30+ clicks to purchase a 5 item set, I introduced full themed sets with aspirational presentation showcasing the value proposition, enabling players to buy multiple items with one click. For high spenders, we offered all themed sets bundled at $99 with a 2x discount if you buy them all at once. This approach was a major success. 

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