Resume
Senior Technical Artist
November 2021 - Present
- Create and support tools to move content from DCC to Unreal the back to DCC.
- Facilitate solution for game performance and disc size optimizations.
- Troubleshoot, mentor and support artist with day to day art creation process
- Document, document, document.
- Utilizing: Python, C#, Mel, Java, RestAPI, XML, json, Perforce, Jira, Houdini, Maya, Blender.
Technical Artist
November 2018 - October 2021
- Automate a pipeline to move high fidelity facial rigs and animation from Maya to
Frostbite. Those in the know... from Maya->AntiFreeze-->Frostbite.
- Support game teams integrating facial animation tools into productions. (Need for Speed, Madden, Golf, etc)
- Develop and maintain animation tools. Animation picker, Exporters, Render Viewport
Overrides, OpenMaya plugins, Qube! Farm managers and more.
- Develop tools to communicate with multiple platforms. (internal tool management systems)
- Utilizing: Python, C#, Mel, Java, RestAPI, XML, json, Perforce, Jira, Houdini, Maya, Blender,
Shotgun.
- EA is mostly C# and Houdini with an angle of proceduralism.
Principal Technical Artist
May 2017 - September 2018
- Collaborated with production teams, artists and supervisors on shader needs.
- Created materials, textures for screenspace effects, dismemberment, eyes, skin, hair and gore.
- Worked with engineers to enhance the functionality Unreal Engine.
- Prototyped in Blender and Maya; rigged and modeled dismemberment effects of the zombies.
- Actively engaged with technological advancements within Unreal
- Optimization of data transfer and baking textures.
- Created and optimized shader complexity, texture memory and drawcalls.
- Utilized: PyQt5, Python, Maya, Mel, Houdini, PhotoShop, Blender, WrapIt, Blueprints.
Assistant Technical Director
October 2015 - April 2017
- Collaborated with production teams, artists, and supervisors to improve the pipeline.
- Developed, maintained and optimized tools for rigging, render farm, compositing, facial and character animation, production tasks.
- Created, packaged, code reviewed and released tools.
- Debugged problematic 3D scenes and render farm problems.
- Utilized: PyQt, Python, Maya, Houdini, PhotoShop, Gimp, VRay, RedShift.
Technical Artist
October 2014 - July 2015
- Worked on NHL and FIFA for Artworks.
- Helped maintain fix bugs in the database pipeline.
- Assisted implemented branching skipper tools.
- Facilitated and refined scripts, tools and workflows.
- Supported environment and character artists.
- Utilized: C#/.Net, PyQt, Python, Mel, Maya, Java, Houdini, GameChanger, PhotoShop.
Environment/Technical Artist
April 2010 - March 2014
- Technical Artist on Dungeon Hunter, Modern Combat 4, Modern Combat 3.
- Environment Lead on Modern Combat 4, Modern Combat 3 and Asphalt 6.
- Created textures, lightmaps, fx shaders and batch scripts.
- Utilized: Basic, Bat, C#, Java, MaxScript, Mel, Python, 3DsMax, ZBrush, Unity, Unreal,
PhotoShop.
3D Generalist (Open Source)
April 2003 - September 2009
- Developed and built upon existing characters.
- Created high resolution models and textures using normal, diffuse and ao maps.
- Generated tiled diffuse, normal and specular maps.
- Modeled and textured modular environment, vegetation, natural and man made props.
- Created python scripts to ease the implementation of game content.
- Documented the pipeline on WorldForge wiki to ease the workflow for new contributors.
- Worked on projects on a global scale using IM/SVN/CVS.
- Utilized: JavaScript, Python, PyQt, Blender, Maya, 3DsMax, MaxScript, OGRE.
Environment Artist (Contract)
May 2008 - May 2009
- Generated accurate and real world environments for 24 Hour Leman, Bugatti, Cataluña and levels.
- Collaborated with engineering to optimize track layout and data streaming
- Expedited prop placement and accurate terrain painting using Live and Google Maps.
- Generated MaxScripts to speed up the iteration process of tracks.
- Utilized: Python, MaxScript, Bat, 3DsMax, PhotoShop.
3D Artist (Contract)
August 2008 - November 2008
- Conceptualized and modeled interior and exterior environments.
- Generated art in Blender3D and to be used in the world builder software.
- Created WebGL content and export out of Maya and XSI in Collada format.
- Developed Python scripts to create the worlds in Wonderland directly out of Blender/XSI.
3D Artist - Radiant Machine
September 2007 - June 2008
- Modeled and textured armor assets and weapon props for D&D 4th Edition application.
- Developed and shared faster ways to create game textures for props.
- Developed a method of creating hair and beard props to look anisotropic without expense.
- Generated high resolution assets for normal, ambient occlusion and diffuse maps.
Senior Designer
February 2004 - October 2007
- Conceptualized, designed and executed all collateral material; packaging, catalogs and point
of purchase (POP) displays.
- Solidified and managed two corporate identities. KaperII and Woody's Accessories
- Interfaced directly with marketing, sales, and engineering staff to bring products to
market.
- Organized and generated corporate instructional videos; shooting, editing, motion graphics
and audio.
- Utilized: MaxScript, Bat, 3DsMax, PhotoShop, XSI, ZBrush.
Motion Designer
December 1999 - June 2000
- Motion Graphics for broadcast and VFX.
- Composed and edited broadcast commercials.
- Noise removal, color correction, camera tracking and rotoscoping.
- Print and web production.
Skills
Programming: C#, Python, Powershell, JavaScript, Java, Mel, MaxScript
Proficient: 3DCoat, 3DS Max, Blender3D, Maya, PhotoShop, MudBox, Unreal, ZBrush
Experienced: Houdini, After Effects, CryTek, Modo, Unity.
Light Experience: HLSL/GLSL, Lightwave, Solidworks, Matchmove, Pixel Farm, Fusion,
Nuke,VBScript
Education
Portland Community College
January 2002 - May 2004
University Anchorage Alaska
August 1997 - May 1999
Interests
Art, post-apocalyptic and fantasy genres in movies and games, programming,
hiking, camping, boating and fishing. Fan of the Bethesdas' game style... with all its funk before the 2018
Current
Currently working remotely at Unbroken Studios developing pipeline and workflows around Unreal... that include technologies;
Environment Pipelines using PySide2/Python
Blender, 3DsMax, Substance and Unreal
Unreal Blueprints/C++, Shaders, Python/PySide2
Centralized Communication Computing using Sockets, HTTP and file watchers
Procedural Content Generation
The work is challenging and satisfying. I have a lot autonmomy and able to prioritize and work effectively with in a remote setting ❤❤❤. The studio culture is awesome and I love working there.
Contact
Inquire about code samples so that I may share a BitBucket repo.