Ariel Tal Email and Phone Number
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With over 18 years of experience in bridging the gap between art and technology, I am the founder and technical art director of Art Pipeline, a company that provides art pipeline solutions for various platforms and products. I have a proven track record of leading and collaborating with multidisciplinary teams, creating workflows and tools that increase the speed and quality of content creation, and implementing innovative features such as generative AI and NFT artwork. I am passionate about unlocking the full potential of art production, ensuring seamless workflows and exceptional results. My expertise covers a wide range of domains, including film, console, mobile, web, desktop, and virtual reality platforms. I have worked with clients such as Mana Burn, Limit Break, Invisible Thread, and STRIVR, delivering cutting-edge solutions that enhance their products and user experiences.Whether you need to optimize your existing pipeline, create a new one from scratch, or explore the possibilities of emerging technologies, I can help you achieve your goals and vision. Let's collaborate and create amazing art together. https://www.artpipeline.com/contact/
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Principal Technical ArtistBurlingame Studios Oct 2023 - PresentBurlingame, California, UsResponsible for artists' DCC through Unity3D pipeline. Tool creation in Unity. Custom shader creation (HLSL) for performance and visual performance improvements. -
FounderArt Pipeline Apr 2023 - PresentLeading the development of automated workflows and pipelines across a wide array of platforms including film, console, mobile, web, desktop and virtual reality platforms. -
Co-Founder - Director Of ArtMana Burn Jan 2023 - PresentMana Burn is a generative AI mobile RPG, currently in development. Designed and created an AI pipeline for automated content creation that holds art style. Responsible for the full tech stack, Client - Endpoint - Server - Database Architecture. -
Director Of Technical ArtLimit Break Apr 2022 - Mar 2023Park City, Utah, UsProvided prototyping and direction for unique casual game mechanics to move the company towards vertical slice.▪ Lead the recruitment, and onboarding of new artists both full time and vendor solutions▪ Standardize art pipelines, naming conventions, production tracking and documentation▪ Supervised a multidisciplinary team in introducing tools that increased speed of content creation▪ Established and implemented a workflow that enabled outsourcing managers to be self-sufficient and collaborate withexternal partners to ingest assets directly into the game▪ Designed and authored pipeline for automated NFT artwork generation and export -
Technical DirectorInvisible Thread Aug 2021 - Dec 2021Portland, Oregon, UsDesign and build a pipeline leveraging reusable artwork for the Metaverse using Spark AR. Standardize art pipelines, naming conventions, production tracking and documentation. -
Manager, CgStrivr Aug 2019 - Jun 2021Santa Clara, Ca, Us• Lead the recruitment, negotiation, and onboarding of new artists both full time and vendor solutions• Managed the scheduling of all content deliverables and required feature work required to meet production goals• Lead transitioning a multi-discipline team to leverage agile development processes resulting in the ability to track velocity and determine when features will be completed -
3D Tech LeadStrivr Feb 2019 - Aug 2019Santa Clara, Ca, Us• Lead developing a new art style for the product that increased visual quality and performance on low-end VR devices• Establishment of art pipelines, naming conventions, and documentation standards thus allowing artists to optimize the rendering of characters and environments for all Unity3D VR deliverables• Authored runtime shaders to provide realistic shading on low-end VR devices improving the visual quality of the product -
Senior Technical ArtistOsso Vr Jun 2017 - Dec 2018San Francisco, Ca, Us• Determine the strategic direction and development of a visual identity for various surgical procedures in virtual reality• Establishment of art pipelines, naming conventions, and documentation standards thus allowing artists to optimize the rendering of visual environments for all Unity3D projects• Facilitation of the recruitment, onboarding, and mentorship of new artists while defining and meeting technical production goals• Lead a multidisciplinary team in introducing a new pipeline that provided more ownership to individual contributors by removing unnecessary employee dependencies• Creation and implementation of a workflow, enabling artists to be self-sufficient and collaborate with both internal and external partners• Design of a toolset that expedited iteration time during development, allowing for faster updates in line with client and product owner feedback -
Lead Vfx ArtistStorm8 Aug 2015 - Jun 2017San Mateo, California, Us• Formulation and integration of the strategy that resulted in recruiting high-performing artists with technical aptitude to close the quality gap and achieve organizational goals, such as performance on low-end devices and visual effects matching the defined art direction• Development of customized tools for each project to reduce iteration time in the creation process, thereby allowing the product to be released on a wider range of hardware devices• Integral role as a key technical resource for all phases of production and other studio art needs• Communication and delivery of value of technical art teams, consequently establishing the Technical Art Department -
Lead Vfx ArtistZynga Aug 2013 - Aug 2015San Francisco, California, Us• Interim technical art director for a global team of over 40 artists while ramping up and mentoring other art directors• Pivotal role in creating and focusing on the approved style, reviewing content, and rendering feedback to guarantee timely completion of the project• Establishment of artistic and technical approach while devising workflows to achieve a product’s visual style quickly, thereby consistently meeting quality standards• Assistance to another art director in developing a VFX prototype and establishing art direction for rest of the project• Introduction of ATF texture optimization pipeline, thus increasing the stability of visual rendering• Initiation of a pipeline to allow the Animation Team to test and iterate animations in the engine without waiting for engineering to integrate their artwork thus improving artists’ quality and speed by three times• Facilitation of training for an insourced global art team to oversee weekly deliverables by interviewing, hiring, and onboarding, and continuous management -
Co FounderDownsized Games Dec 2009 - Aug 2013Us* Management of remote team creating apps and games for the iOS and Android devices -
AerialistRoyal Caribbean Cruises, Ltd. Nov 2012 - May 2013Miami, Florida, Us* Aerial Circus Performer for Centrum WOW production shows aboard Splendour of the Seas -
Project LeadHuman Head Studios Jan 2012 - Nov 2012Madison, Wisconsin, Us• Completion of the duties of gameplay, graphics, user interface programmer and VFX artist for game applications developed using the Unity3D engine• Supervision to a team of seven remote developers in creating the game• Assessment and prioritization of tasks and identified assignments into workable units on a daily, weekly, and project length basis• Guidance to the team in successfully meeting project schedules and delivering products• Active involvement with the reduction of iteration time and an increase of artist authoring power and efficiency• Execution of best practices, guidelines, and processes for artistic development• Direction and development of new applications to display enhanced graphics for a new chipset campaign for Nvidia• Recognition for earning recruitment to provide guidance in developing mobile products and introducing the concept of outsourcing, distributed development, and microtransactions -
Adjunct ProfessorDepaul University Mar 2011 - Mar 2012Chicago, Il, Us* Introduced college students to game design and production pipelines -
Technical ArtistHuman Head Studios Sep 2011 - Oct 2011Madison, Wisconsin, Us* Introduced rapid deployment pipeline for iOS* Created visual effects and lighting for an unannounced project -
Effects Artist (Contract)Emotional Robots Inc. Mar 2011 - Apr 2011Niagara Falls, Ontario, Ca* Created weapon, impact, and explosion visual effects -
Senior Technical ArtistRobomodo Apr 2010 - Mar 2011Chicago, Il, Us* Lead a multi-discipline team to create a new visual effects editor and pipeline* Created the majority of visual effects for AAA title -
It SupportGpl Technologies Sep 2005 - Mar 2010Burbank, California, Us* Provided software and hardware technical support to customers focusing on video editing and 3D film* Built, configured and maintained render farms for clients* Server setup and maintenance for clients * Installed site wide networking infrastructure including cat 5/6, punch down blocks and panels, toning, testing, networking rack units, and server rack layout design -
Senior Technical ArtistPandemic Studios Nov 2005 - Jan 2010Los Angeles, Ca, Us• Starting as visual effects designer resolving bugs and frequent issues, subsequently obtaining additional duties, such as supervising teams in establishing processes for content pipelines and guiding art direction• Coordination with cross-functional partners to develop tools to improve the creation of new artwork and management of continuous feature enhancements as user adoption increased• Supervision of the design of effects pipeline through extensive film pipeline experience, consequently devising the majority of the visual effects for a game application• Initiation of the Cinematics Department along with a pipeline and renderfarm for pre-rendered in-game cut scene following the failure of the vendor solution -
Systems Administrator/ Database Developer/ Website Administrator/ Rotoscope Artist/ Fx ArtistTippett Studio Jan 2002 - May 2005Berkeley, California, Us* Responsible for hardware (desktop and servers) and software maintenance of Macintosh, SGI (Irix), PC hardware (Linux, Win2k, and XP). * Supporting artists on a daily basis.* FX and Roto artist on Hellboy and Starship Troopers II. -
Co-FounderOblivion Productions Inc. Jun 2000 - Dec 2001* Management of day to day operations including client interaction, project scheduling, bidding, and content creation.
Ariel Tal Skills
Ariel Tal Education Details
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Savannah College Of Art And DesignComputer Art
Frequently Asked Questions about Ariel Tal
What company does Ariel Tal work for?
Ariel Tal works for Burlingame Studios
What is Ariel Tal's role at the current company?
Ariel Tal's current role is Founder @ Art Pipeline | Automated Workflows and Pipelines.
What is Ariel Tal's email address?
Ariel Tal's email address is ar****@****tal.com
What is Ariel Tal's direct phone number?
Ariel Tal's direct phone number is +195434*****
What schools did Ariel Tal attend?
Ariel Tal attended Savannah College Of Art And Design.
What are some of Ariel Tal's interests?
Ariel Tal has interest in Education.
What skills is Ariel Tal known for?
Ariel Tal has skills like Video Games, Xbox 360, Ps3, Game Development, Unity3d, Maya, Photoshop, Level Design, Scripting, Xsi, Game Design, Visual Effects.
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