Pipeline Technical Artist for Horizon Worlds Scenes team, a Houdini Technical Art group.
For Battle Aces, I was the sole technical artist on a 50 developer team. Major responsibilities included:
-Pipeline Technical Art: R&D, spec, documentation, tooling, and engineering & artist collaboration to establish, refine, and automate complex content toolchains.
-Unity Engine Technical Art: Acted as subject matter expert for complex prefab behavior and engine UX in relation to content creation and use. Helped build out stateless event based animation system, worked with MVVM UI content, and helped to architect and document abstract data structures related to cosmetic content.
-Shaders: Custom 2D, 3D, and volumentric shader work in engine, including custom shaders for Substance Painter and Marmoset Toolbag that allowed artists to author textures that worked with custom custom texture maps as they would behave in-engine. I also took point on completing a volumetric fog of war shader that was the combined effort of over 20 individuals.
-Performance: Established quality settings, target specs, and ideal render pipeline for the Unity HDRP project. I helped identify a need for a graphics engineering team, who I subsequently worked closely with. Worked with external tech teams to develop in-house poly reduction tools with a focus for improved user experience and cross-project viability.
-Environment artist working on modular, stylized low-poly assets for Due Process, a Unity game.
-Principal lighting artist on procedurally generated levels with fully dynamic lighting systems.
-Creation of custom shaders with Shader forge and technical art pipeline optimization.
-Research and Development related to real-time 3D rendering pipelines.
-Construction of VR gallery experiences using the Unreal Engine, including blueprint logic and project shipping.
-Experimental AR research and pipeline development using Unity with Hololens and Meta 2.
-Research into Amazon Lumberyard and developing a standardized internal asset pipeline.
-Writing training articles and direct communication with artists interested in authoring content for real-time engines.
-Real-Time focused R&D for TurboSquid's Checkmate and StemCell art specifications.
-Charged with creation of 3D and 2D assets, as well as promotional artwork, Steam storefront, and HUD design.
-Duties included converting material to conform to legal contracts with Valve Software for Steam release.
-Audited mod resources and assets to reduce overall size and increase performance for lower end platforms.
Cloud Odyssey
-Design and creation of environments, props, user interfaces, and logos for a project funded by Oracle.
-Per-item freelance work that generated over three gigabytes of game ready content targeted for all Source branches.
-Public releases of component content have collected tens of thousands of downloads on the Steam workshop.
Contagion Release Trailer
-Technical and material conversion work for Source powered game release trailer
-Converted generic texture maps to those compatible with the engine and additional trailer specific art
-Technical direction and implementation of a better facial animation system for character models