Ariel Tal

Ariel Tal Email and Phone Number

Founder @ Art Pipeline | Automated Workflows and Pipelines @ Burlingame Studios
Ariel Tal's Location
Redwood City, California, United States, United States
Ariel Tal's Contact Details

Ariel Tal personal email

n/a

Ariel Tal phone numbers

About Ariel Tal

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/

Ariel Tal's Current Company Details
Burlingame Studios

Burlingame Studios

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Founder @ Art Pipeline | Automated Workflows and Pipelines
Ariel Tal Work Experience Details
  • Burlingame Studios
    Principal Technical Artist
    Burlingame Studios Oct 2023 - Present
    Burlingame, California, Us
    Responsible for artists' DCC through Unity3D pipeline. Tool creation in Unity. Custom shader creation (HLSL) for performance and visual performance improvements.
  • Art Pipeline
    Founder
    Art Pipeline Apr 2023 - Present
    Leading the development of automated workflows and pipelines across a wide array of platforms including film, console, mobile, web, desktop and virtual reality platforms.
  • Mana Burn
    Co-Founder - Director Of Art
    Mana Burn Jan 2023 - Present
    Mana 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.
  • Limit Break
    Director Of Technical Art
    Limit Break Apr 2022 - Mar 2023
    Park City, Utah, Us
    Provided 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
  • Invisible Thread
    Technical Director
    Invisible Thread Aug 2021 - Dec 2021
    Portland, Oregon, Us
    Design and build a pipeline leveraging reusable artwork for the Metaverse using Spark AR. Standardize art pipelines, naming conventions, production tracking and documentation.
  • Strivr
    Manager, Cg
    Strivr Aug 2019 - Jun 2021
    Santa 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
  • Strivr
    3D Tech Lead
    Strivr Feb 2019 - Aug 2019
    Santa 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
  • Osso Vr
    Senior Technical Artist
    Osso Vr Jun 2017 - Dec 2018
    San 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
  • Storm8
    Lead Vfx Artist
    Storm8 Aug 2015 - Jun 2017
    San 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
  • Zynga
    Lead Vfx Artist
    Zynga Aug 2013 - Aug 2015
    San 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
  • Downsized Games
    Co Founder
    Downsized Games Dec 2009 - Aug 2013
    Us
    * Management of remote team creating apps and games for the iOS and Android devices
  • Royal Caribbean Cruises, Ltd.
    Aerialist
    Royal Caribbean Cruises, Ltd. Nov 2012 - May 2013
    Miami, Florida, Us
    * Aerial Circus Performer for Centrum WOW production shows aboard Splendour of the Seas
  • Human Head Studios
    Project Lead
    Human Head Studios Jan 2012 - Nov 2012
    Madison, 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
  • Depaul University
    Adjunct Professor
    Depaul University Mar 2011 - Mar 2012
    Chicago, Il, Us
    * Introduced college students to game design and production pipelines
  • Human Head Studios
    Technical Artist
    Human Head Studios Sep 2011 - Oct 2011
    Madison, Wisconsin, Us
    * Introduced rapid deployment pipeline for iOS* Created visual effects and lighting for an unannounced project
  • Emotional Robots Inc.
    Effects Artist (Contract)
    Emotional Robots Inc. Mar 2011 - Apr 2011
    Niagara Falls, Ontario, Ca
    * Created weapon, impact, and explosion visual effects
  • Robomodo
    Senior Technical Artist
    Robomodo Apr 2010 - Mar 2011
    Chicago, 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
  • Gpl Technologies
    It Support
    Gpl Technologies Sep 2005 - Mar 2010
    Burbank, 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
  • Pandemic Studios
    Senior Technical Artist
    Pandemic Studios Nov 2005 - Jan 2010
    Los 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
  • Tippett Studio
    Systems Administrator/ Database Developer/ Website Administrator/ Rotoscope Artist/ Fx Artist
    Tippett Studio Jan 2002 - May 2005
    Berkeley, 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.
  • Oblivion Productions Inc.
    Co-Founder
    Oblivion Productions Inc. Jun 2000 - Dec 2001
    * Management of day to day operations including client interaction, project scheduling, bidding, and content creation.

Ariel Tal Skills

Video Games Xbox 360 Ps3 Game Development Unity3d Maya Photoshop Level Design Scripting Xsi Game Design Visual Effects Perforce Console Computer Games Animation Computer Graphics Gameplay Team Management Unity After Effects Computer Animation Cinematics Compositing Post Production Modeling Iphone Digital Art Unreal Engine 3 Unreal Editor Team Leadership Os X Special Effects Rendering Final Cut Pro Cascade Unrealscript Javascript C# Brightscript Ios Development Android Development Roku Development Json Actionscript Pix Python

Ariel Tal Education Details

  • Savannah College Of Art And Design
    Savannah College Of Art And Design
    Computer 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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