Lead Technical Artist
CurrentReal-time rendering focused technical artist and core member of Bob Rafei's game development studio, a collaboration with Naughty Dog's former art director that dates back to 1996. Fully remote since March, 2020.Initial responsibilities:- Research / integrate solutions from Gamebryo, Illuminate Labs, Unity Technologies, Crytek- Build a unified toolset to facilitate digital content creation across projects, engines, asset managers, hardware platforms ranging from mobile to high end PCs- Experiment with shading techniques, augmented reality- Edit rip-o-matics, contribute VFX and lighting for prototypes, provide AAA production-quality polish for visual look targets, concept trailers...contributions that helped sell two IPs, secure (and eventually ship) studio's first titleDuring production, responsibilities expanded to include:- Customize CryEngine 3 (HLSL and C++ rendering code) while lighting Sonic Boom, first CryEngine 3 title to ship on Nintendo's Wii U- Develop an automated Maya (Python) to Unity 5 (C#) asset pipeline capable of converting and customizing 150 Pokémon characters originally animated for an external partner's proprietary engine; work with Niantic Labs and Creatures to create a visual style that could be supported across a range of Android and iOS devices; write C# and mobile-optimized HLSL to achieve target appearance while supporting run-time time-of-day lighting, dynamic weather, and effects that mimic previous titles in the franchise- Write C#, HLSL to stylize and optimize Mapbox/Google Map API generated assets for unreleased geo-location mobile games- Learn Unreal Engine 4's Material Editor, Cascade, Matinee, Blueprint while polishing Allegiant: VR Experience (VIVE), Lightmass, research limitations with UE4 in mobile VR projects, handle lighting and optimize materials for The ArcSlinger (Daydream, VIVE, Oculus Rift, PSVR)- Customize UE4 & UE5 (HLSL, C++, Materials, Blueprint) for Together Labs' WithMe (iOS, Android)