LEAD TECHNICAL ARTST
I make tools and scripts using PYTHON, C# and some C++.
I enjoy the challenge and diversity in my job.
These are just some of the tools and scripts I have made during my 15 years of making games.
I presented at GDC how I created a Database Tool for optimization. This was done in Python, C++ and Qt. This was my own idea and implementation.
Here is the Presentation
WITCHER 3 - GDC TALK CONTENT OPTIMIZATION PIPELINE FOR AN OPEN WORLD GAME
For The Witcher 3 I had to learn C++, since we as Tech Artists wrote tools directly in our Editor. I helped in extending our Particle Editor, Weather System, created the sytem for the Foot Prints of Geralt, just to name a few things.
This API lets you connect to Photoshop and control it through Python.
It is still in development.
PYShop is structured the same as Photoshop object model.
At the top we have PSApplication, it contains PSDocuments which is a collection of PSDocument objects. PSDocument contains collections PSLayers, PSChannels, PSArtLayers, PSLayerSets objects etc..
Overview:
PSApplication
PSDocuments
PSDocument
PSArtLayers
PSArtLayer
PSTextItem
This tool allows you to look at your models with your own light settings.
Rotate, Zoom, spawn particles. I haven't modeled the gun but I did texture it using Substance Designer.
This was all programmed in C# in Unity to make it easier for me to view my models.
I also wrote the shader for the UV Density Checker.
The light presets are all data driven.
This is one of my own ideas. A tool that runs from any browser and connects to the editor (CRYENGINE), which will help find glaring issues for artists and level designers. It can also be used for Leads and Managers to do paint overs in certain areas of the level. You could say that it is a bug reporting tool with some extra features.
For this tool I had to learn some basic Java Script, PHP and MySQL. That was a nice and fun challenge for me. Within 1 week I had this up and running from scratch.
COFF is a tool to help users create files and folders in a consistent way. It is written in Python and Qt. It is compiled into an EXE file. With this tool you will be able to have a consistency in your files (.MAX, .PSD, .DOC ..etc) and folders.
This script is for quickly making collision shapes in Maya, it will make Cubes, Spheres or Capsules. By selecting either faces, vertices or objects it will create the smallest possible collision shape. It will also align it with the selection.
This application is a "proof of concept" and it was mainly to show the possibility to have one unified interface for tools in general. Not needing to have several guys maintaining different interfaces and tools for different applications.
Tool to check the selected objects for errors before exporting. I have also built in auto fixes for each step to further help the artists.
This tool tests our exporters for Maya 2009 and 2011, Max 2009 and 2011, Photoshop CS4 32bit and 64bit. Saves out an XML file so that you can restart the test again later or just try different files. This tool also catches the crashes and creates crash logs that can be viewed inside the tool. When done it will write an Excel Sheet with all the information. What was done by hand and took about a week before is now done within an hour and all automated.
This tool can both Find and Edit the scripts that you are looking for, through a specified path or by searching for a name. If you search for a name it searches not only the name of the script but also the name of python functions and MEL procedures inside the script. This is all multi threaded for best performance.
I created a function that reads .json files and creates Shelves in Maya. They can dynamically be loaded and un-loaded.
Some useful shelves and scripts I did for CryEngine