Portrait of Scott McClellan, Game Director at Corsair Studios.

About

Scott McClellan

Game Director — producer and designer, also ships as an artist.

Current focus is UEFN. The thesis is the same at every scale he's worked: take a project from concept to launch to live-ops with a very small team — small enough that craft doesn't get lost in process, fast enough to ship on a UGC platform's timeline.

Career

Timeline

  1. Gameplay Systems Designer, Interactive

    The Russo Brothers' company. Reported directly to Pete Wanat, President of Interactive, and worked personally with Donald Mustard, former Chief Creative Officer of Fortnite at Epic Games. Projects are under NDA.

  2. Director / Design / Art

    • Axial Tilt (Fortnite Creative 1.0, launched August 2021)

      Producer, in collaboration with Mustard Plays, Immature Gamer, and Madmoods. Built as a hub for Geoff Keighley’s programming and events, widely considered the first of its kind. Currently offline.

    • Axial Tilt (Core)

      Director/Design/Art. Hosted the 2021 Game Awards live interactive experience: a red-carpet experience sponsored by YouTube Gaming, streaming powered by Dolby.io, where players stood on answer pads to predict category winners and won in-game prizes. The biggest event Manticore had seen on their platform — most engagement, most players. Built by 3 full-time devs in 3 months.

    • Solo maps, trashbyrd

      Top Pilot, LEGO OnlyUp Red vs Blue, Tether Balls, Timing Ninja, Sniper Canyon — genuinely solo efforts.

    • Other Core titles

      Escape the Dead, Skate Venice, The Habyss, Drift Madness, Ocean Obby.

  3. Sr. Producer, and separately VP of Ad Operations and Product

    Helped design a real-time bidding ad platform spanning video, display, and mobile with integrated data platforms for cross-network targeting; worked with Zynga and Scopely on video ad integration. Served on the AOL publisher advisory board.

    • The Walking Dead Social Game (Facebook) — Launch & LiveOps Producer, with AMC and Eyes Wide Games
    • Kart World — Producer/Creative Director; brand integrations including Progressive, Dell, ConocoPhillips/Union 76
    • Bingo by Ryzing and Jackpot Bingo
    • Movie Blitz — creator, lead designer, producer; iOS/Android/Facebook; later sold
  4. A spin-off of ZONO that continued for years under Ed Zobrist

    • Fast & The Furious (licensed IP) — Facebook
    • Pool Club — Facebook
    • Tip Top — Facebook; front-end PHP and CSS development, plus artwork reproduction
  5. Flash development

    • Word Shaka
    • Box art cover for Pearl Harbor: Zero Hour.

      Pearl Harbor: Zero Hour (PC, funded by Simon & Schuster)

      He created it: pitched converting the studio’s RTS engine into a top-down shooter, and for most of development the team was him and one programmer. He designed every level and produced nearly all the 2D and 3D art. By his own recollection — he has no surviving documentation — it was a top-10 PC software seller for two months in 2001.

    • Box art cover for Metal Fatigue.

      Metal Fatigue

      Lead campaign designer (Rimtech faction) and 2D art; designed the "Force Surrender" mechanic. Originally published by Psygnosis, which went out of business; TalonSoft took it over months later so it shipped well past its marketed date. Re-released by Nightdive Studios in 2018, now on GOG and Steam.

    • Box art cover for Aliens versus Predator: Extinction.

      Aliens versus Predator: Extinction (PC, Xbox, PS2)

      Credited as an artist; also contributed design to the Marines campaign. He left over a year before release.

  6. QA testing and supervision at Virgin Interactive.

On the record

"When Metal Fatigue changed publishers, the entire ZONO dev team got left out of the game's published credits. The only place our real credits ever showed up was a 3D scrolling credits display we built into the game ourselves."

Tooling

He builds the tooling he works inside: Tycoon Agents, an AI agent harness, andTrashbyrds UEFN Power Tools, an MCP server for live UEFN/Verse/asset editing. Both grew out of shipping on a small team's timeline.

See the tools →

Have a project in mind? Let's build it.

Get in touch