
After relocating from Montreal, I joined Electronic Arts Canada as a Technical Artist working primarily on a proprietary internal platform called GameChanger. GameChanger was a large, relational, data-driven system used to assemble gameplay logic, animation, and content into shippable builds. Much of the system was described through XML, with tooling and application logic written in C#.
My role focused heavily on pipeline and workflow tooling. Bridging artists, content, and this proprietary engine ecosystem. One of my first major contributions was building tools that connected GameChanger with Maya to support jersey and helmet fitting for characters. Later, I helped interface Houdini into the pipeline, improving fidelity and flexibility for asset processing.
As production scaled, I developed a variety of internal tools and automation scripts to reduce manual effort and improve iteration speed. One of the more impactful projects toward the end of my contract was a branching and version-skipping tool that automated database checkouts and merges across multiple engine versions. Previously, teams had to manually merge through several intermediate versions; often consuming an entire day. The tool streamlined this process, saving significant production time and reducing error.
Most of my work supported the NHL franchise, with some additional involvement on UFC and FIFA. I also built batch tools for processing animation data through Maya and image pipelines through Photoshop to support content prep at scale. The NHL title shipped successfully during my time there (yes, there’s a plaque somewhere).
This role set the foundation for much of my later pipeline and engine focused work: acting as a liaison between artists and engineers, improving usability of complex systems, and turning fragile manual workflows into reliable tools teams could trust.
On a personal level, the experience was a bit more subdued than I had hoped. While the technical challenges were solid and the work itself was valuable, the overall energy of the project and team wasn’t particularly inspiring. The culture felt fairly flat, and leadership leaned more toward maintenance than momentum.
Even the classic EA perks lost their shine over time; after enough free meals, the novelty wears off pretty quickly. That said, the role was still an important stepping stone for me. It sharpened my ability to work within large proprietary systems, navigate complex pipelines, and deliver tools in an environment where enthusiasm wasn’t always guaranteed.
In hindsight, the experience helped clarify what I value most in a team: curiosity, strong technical leadership, and a culture that’s genuinely excited about what it’s building.