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Ben Bickle
Ben Bickle
Tech Artist
Irvine, United States

Skills

Hard Surface ModelingLow-poly ModelingTexturingUI DesignLightingShadersWritingProcedural ArtPipeline Technical Art

Software proficiency

Photoshop
Photoshop
3ds Max
3ds Max
Houdini
Houdini
Unity
Unity
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Plasticity
Plasticity
Substance 3D Designer
Substance 3D Designer
Blender
Blender
Marmoset Toolbag
Marmoset Toolbag
Quixel Suite
Quixel Suite
Lumberyard
Lumberyard
Stingray
Stingray
ZBrush
ZBrush
CrazyBump
CrazyBump
xNormal
xNormal
Simplygon
Simplygon

Productions

    • Video Game
      Battle Aces
    • Year
      2025
    • Role
      Technical Artist
    • Company
      Uncapped Games
    • Video Game
      Due Process
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Giant Enemy Crab
    • Video Game
      TurboSquid VR Galleries
    • Year
      2017
    • Role
      Developer and Producer
    • Company
      TurboSquid, Inc.

Experience

  • Pipeline Technical Artist at Meta
    Irvine, US
    November 2025 - Present

    Pipeline Technical Artist for Horizon Worlds Scenes team, a Houdini Technical Art group.

  • Senior Technical Artist II at Uncapped Games
    Los Angeles, US
    April 2022 - October 2025

    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 and Technical Artist at Giant Enemy Crab
    Seattle, United States of America
    January 2015 - March 2022

    -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.

  • Associate Producer at Turbosquid
    New Orleans, United States of America
    September 2016 - August 2017

    -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.

  • Prop and Texture artist at Obsidian Conflict
    (Source Mod)
    June 2010 - October 2014

    -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.

  • Freelance Environment and Technical Artist at Commission
    Remote
    May 2013 - April 2014

    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