LEAD TECHNICAL ARTST
With over 15 years of professional games industry experience, I have been lucky to have worked with top industry leaders and contributed to some of the biggest AAA game franchises.
I pride myself on producing top quality tools and pipelines for everyone in the studio.
My job is to make other peoples job easier. Constantly looking to improve the workflow.
Helped with the performance on target consoles.
Tools for artists to validate assets setup
Tools for our effects and lighting artists.
Reviewing art assets before submission.
Optimization of assets.
Teaching artists how to best work with our engine.
Hiring of new talents.
Adding features to our editor.
Communicating with all the other collab studios on a daily basis.
Here I was enhancing the RED Engine with more tools and workflows.
Most notable was the DataBase Tool that we used for optimization. I made a GDC Presentation on it here.
Content Optimimization Pipeline For An Open World Game
Some of the other things I did was:
Data Base Tool / Viewer.
Added features to our Particle Editor.
Error report tool.
Added features to the Weather System.
Added the code for Geralts footprints.
Helping the tools programmers with the tools and pipelines to best benefit our Artists.
My work here is also to help out improving and maintaining the art pipeline. Writing scripts and tools in Python and Mel.
Wrote tools to help with naming and folder conventions.
Wrote the whole back-end for loading our Maya tools and scripts.
Writing tools and small scripts directly connected to SANDBOX (CryEngine Editor) to help with artists daily work.
Simulations for cloth.
Helped developed tools for CryEngine such as the LOD Tool.
My work here is to help out improving and maintaining the art pipeline. Writing scripts and tools in Python and Mel.
Photoshop API for Python.
Validation tools for Maya for our assets before exporting.
Automated export system to test our exporters for Maya, Max and Photoshop.
During my time here my tools and pipeline enhancement have helped the artist in several projects.
Blade Kitten
5 unannounced Projects
Making tools in Mel and Python.
Setting up the workflow for artists and constantly looking to improve it for artist and level designers.
Teaching the engine, tools and our workflow to new employees.
Bionic Commando
Heavy Technical Scripting of assets. Doing profiling and optimization for Xbox 360 and PS3.
Terminator
Heavy Technical Scripting of assets, problem solving regards to work flow, assets creation and level building.
Doing profiling and optimization for Xbox 360 and PS3.
Wanted
Heavy Technical Scripting of assets, mockup modeling, problem solving regards to workflow, assets creation and level building.
I was the connection between the outsourcing company and GRIN, validating Graphics and Technical specifications.
Doing profiling and optimization for Xbox 360 and PS3.
Ghost Recon Advanced Warfighter 2 (GRAW 2)
Models, textures and Heavy Technical Scripting of assets.
Lead and Gold: Gangs of the Wild West
Optimization and heavy technical scripting of assets.