Midwesterner living in the PNW for game development. I started with game technology as a teenager modifying my favorite games, and I never stopped.Experienced in the production of video games, e-commerce, industrial design, VR and AR, WebGL, Unreal and Unity and Proprietary engines. Able to lead a team or work as part of one. Strong ability to communicate and collaborate with teams. Worked for AAA studios such as Microsoft and Take-Two Interactive on franchises such as Forza and Kerbal Space Program.
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Senior Technical ArtistIntercept Games Sep 2023 - Jun 2024Seattle, Washington, United StatesWorking on Kerbal Space Program 2. Responsibilities include, but not limited to:- Developing tools and content creation pipelines for the Parts team. Helping oversee the team's implementation of content into the runtime for performance, quality, and content creation processes.- Creating tools for Unity, 3dsmax, Substance Designer and Painter, and any other relevant content software.- Shader development in Unity through the use of HLSL and Shader Graph.- Authoring 3D Materials using the Substance Suite of tools, as well as training team members to use Designer. Developing pipelines for content creation using Substance Designer.- Contributing to general game implementations and bug fixing. -
3D Tech ArtistAmazon Nov 2022 - May 2023Greater Seattle Area- Pipeline tools development. (Python, Maya, Unreal, Substance Painter, Substance Designer, Babylon.js, Substance Automation Toolkit)- Shader architecture development for multiple rendering platforms, real-time and offline. - Collaborate with business partners to meet their CX goals with 3D.- Contributing 3D art production standards and practices, QA.- People manager.- Project management.- Ambassador for Amazon 3D Commerce in the Khronos Group. -
3D Materials ArtistAmazon Mar 2020 - Nov 2022Greater Seattle Area- Designing new and improving current material workflows for artists creating 3D content. - Leading a team of material artists creating procedural materials with Adobe Substance tools for 3D asset production at scale. - Participating in R&D with engineer and science teams to innovate in 3D modeling and texturing processes. - Created production pipeline for Substance materials and tools, establishing standards for 3D materials and insuring standards through a material QA process. - Using Python and software API in 3D tools (Designer, Painter, SAT, and more) to automate workflow process and content creation.- Shader architecture development for multiple rendering platforms, real-time and offline. - Providing technical expertise in the areas of creating 3D Content at scale: real-time rendering, offline rendering, best practices in modeling & topology, UV mapping, shaders. - Ambassador for Amazon 3D Commerce in the Khronos Group. -
Contributing MemberThe Khronos Group Dec 2020 - May 2023Played a role as a contributing member to the glTF format in the PBR TSG working group, on behalf of Amazon Product Imaging. -
Visualization DesignerTeague Jun 2018 - Aug 2019Everett, Washington- Developed production pipeline for Physically Based Rendering assets for cross-use in both real-time and pre-rendered scenes, integrated the Substance suite. (Designer, Painter, and Alchemist)- Constructed library of shaders for real-time with Unity for use in photo-realistic environments, as well as shader and material support in specially built tools for quick design presentation and iteration.- Wrote code for Unity and Modo (C# and Python) and helped develop tools which aided in production automation and improving performance in real-time scenes with Unity.- Modeled and managed full 3D environments for Virtual Reality with a focus on photo-realistic lighting and materials.- Integrated CAD models to real-time environments manually or through the use of specialized software such as PiXYZ.- Participated in project pitch development to establish design, narrative, creative ideation, and content production management for delivered work for clients. -
3D ArtistAquent Jan 2012 - Sep 2017Greater Seattle AreaI started on Forza Motorsport 4 DLC, and moved onto Forza Horizon and some of its DLC (a lot of work on the Rally Pack), Forza Motorsport 5 and DLC, Forza Horizon 2, Forza Motorsport 6, Forza Horizon 3, and the yet to be released Forza Motorsport 7. I modeled many assets for and on the cars, rigged and animated controls for things like the steering wheels, gauges, doors, and more, created lighting effects for headlights and taillights, created textures and materials for every part of the cars, created driver animations, and handled other specific technical tasks related to car development in Forza.
Alex Jamerson Education Details
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3D Animation & Visual Effects
Frequently Asked Questions about Alex Jamerson
What is Alex Jamerson's role at the current company?
Alex Jamerson's current role is Creator, 3D Specialist, Storyteller, Creative Problem Solver, Tech-Artist/Artist - Game Developer. Previous: Senior Tech Artist at Intercept Games, Amazon, Teague, Microsoft.
What schools did Alex Jamerson attend?
Alex Jamerson attended Vancouver Film School.
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Alexander Jamerson
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Alex Jamerson
Cornelia, Ga
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