OVERVIEW
I’m a Technical Artist that's been creating innovative, efficient shaders, architecting scalable toolsets and pipelines, and supporting art teams on projects ranging from small indie games to large AAA titles that strives to collaborate with other developers to create world-class interactive experiences.
I always seek to empower content creators to make high quality art, and facilitate open communication as a liaison between art and tech.
• Prototyped and implemented a custom cel shading/lighting system in Unreal Engine
• Developed and maintained a flexible, scalable shader library for environment, character, and VFX teams that supported diverse asset creation and also integrated with gameplay effects developed by design teams.
• Accelerated the workflows of artists by creating tools to clean up existing libraries of assets and developing tools to automate repetitive processes
• Created and maintained a library of destructible assets that integrated with Audio and VFX using Unreal Engine’s Chaos Physics system
• Cultivated a studio culture of trust and communication between artist, programmers, and technical art.
• Architected, developed, and maintained a pipeline between Maya and Substance Designer for procedurally generating textures and materials for low LOD/proxy environment and vehicle meshes.
• Expanded existing tools to allow for more robust previewing of PBR materials in Maya and quality-of-life improvements to artists’ workflows
• Worked closely with gameplay programmers and rendering engineers to develop hologram shaders to convey gameplay elements
• Interfaced with Production to advocate for scheduling and technical concerns for the DLC art team
• Created a scalable node-based shader library used for Madden18’s in-game and cinematics environment art teams using Frostbite Engine.
• Supported the Longshot (Madden18 Cinematics) and PGA Tour teams’ environment artists and lighters by developing iterable, artist-centric solutions to technical issues.
• Prototyped a toolset for use by cinematic lighters for EA’s global lighting
initiative in Frostbite Script (Python-based)
• Implemented procedural solutions for generating outer terrain and placing
of environment assets using Houdini.
• Managed and documented the art-side implementation of EA’s grass technology for Longshot
• Worked with a small team of four artists to create a multiplayer indie shooter
• Authored flexible, efficient master shaders for all environment and weapon
models.
• Planned efficient UV/Texture packing configurations to optimize texture
usage throughout the environment
• Created compelling shader VFX to convey character abilities for three of the four character classes as well as ambient VFX to add life to the environment