Christopher Walch Email and Phone Number
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Lead Technical Artist with 18 years of professional experience in 3D art creation and game development. A successful track record of making commercial video games for the game industries leading publishers. Solid history of managing an art team, a tech art team, creating the art pipeline, providing technical art direction, producing shaders, and tools to produce quality art to project standards; while adhering to game development deadlines. Leadership and mentorship of Jr technical artists and 3D artists, providing guidance on technical aspects and visual look direction using real time game engines.I am a flexible and versatile Technical Artist with the ability to maintain professionalism under pressure, and oversee character and environment pipelines and creation for real-time 3d games and applications. Over the years I have honed excellent technical, artistic and game development skills; expert in: modeling, texturing, materials, creating real-time shaders, animations, lighting setup (baked and real-time) collision, avatars, rigging, simulation, fx and scripting for the creation of AAA games.
Hardsuit Labs
View- Website:
- hardsuitlabs.com
- Employees:
- 57
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Hardsuit LabsGainesville, Fl, Us -
Lead Technical ArtistHardsuit Labs Nov 2023 - PresentSeattle, Wa, UsContractor for Epic Games Labs and FNE Team: Tech Art team management, Game Development, Materials, blueprints, content creation, tools development, FX development and mentorship of other technical artists -
Sr Technical ArtistHardsuit Labs Jan 2023 - Nov 2023Seattle, Wa, UsContractor for Epic Games Labs Team: Materials, blueprints, content creation, tools development, FX development and mentorship -
Technical ArtistStageverse By Stage Inc. Mar 2021 - Jan 2023Los Angeles, Ca, UsStageverse App on IOS, Android and VR -
Senior Game ArtistGrove Street Games Aug 2019 - Aug 2021Gainesville, Fl, UsGTA Trilogy Remaster- Senior Game Artist - Technical Vehicle Art, Rigging, Substance Painter/ Designer, complex material creation, content creation, tools development, Maya exporting and Mel scripting, Houdini buildings -
Lead Artist / Technical ArtistFirebrand Games Jul 2010 - May 2019Gb- Provide art direction and technical direction for all game art, task all artists and provide deadlines, review all art and provide feedback, create 2D and 3D art examples as guidelines for concept, visualization, art processes and pipeline for multiple art skus- Proven ability to multitask on multiple projects, leading small teams of artists, several teams of outsourcers and interfacing with producers, designers and programmers to achieve goals and time schedules-Technical and artistic tuning of post-screen effects like bloom, motion blur, sunflare, screen color overlays and post process effects using LUA and Octane/Unreal game engines- R&D - Creation and implementation of PBR rendering and materials alongside Tech Director to match current rendering standards – Disney Metal/Gloss as base standard – Unreal/Marmoset to match visuals- Run daily or weekly meetings of the art team to examine goals, tasks, processes and reviews- Creation and implementation of complex HD shaders for next-gen art using Collada formats, multiple UV sets, RGB blending splatmaps, decals and additive effects for higher resolution texturing and terrain detail texturing- Terrain generation and creation using World Machine, Maya, and ZBrush - Personal art https://3d_dude.artstation.com -
Senior ArtistFirebrand Games Dec 2008 - Jul 2010Gb- Concept, design, model, UV and texture environment art, props, destructibles, vehicles and characters. Everything from next-gen models to low poly LODs for lower end platforms- Creation of attributed art and design objects for game iterations – collisions, animations and custom behavior using custom tools and LUA scripting- Model, UV, texture, rig and animate high resolution characters for ‘driver’ models- Experience implementing and testing ‘Phys-X’ and ‘Bullet’ collision models- Mentor artists and Jr. artists on the latest industry standards and techniques for HD game art -
ArtistFirebrand Games Dec 2007 - Dec 2008Gb-Model, texture, UV, animate, export, test -
Database Engineer (3D Artist At Lockheed Martin)Cdi Business Solutions Nov 2005 - May 2007Creation of 3D graphics for use in real time simulation environments using MultiGen's software packagesAs well as Maya, 3DS Max and Photoshop
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3D ArtistAmerican Systems 2006 - 2007Modeled, textured, rigged and animated characters for a real-time language training simulator using 3DS Max and OGRE.Various environment modeling using 3DS Max and Photoshop.Educational and instructional graphics using Flash and Photoshop.
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Adjunct InstructorInternational Academy Of Design And Technology Sep 2005 - Oct 2006UsTeaching 3D animation fundamentals and techniques in 3D Studio Max. Focus is on logo animation for broadcast and film.
Christopher Walch Skills
Christopher Walch Education Details
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Full Sail UniversityComputer Animation -
University Of North Carolina WilmingtonCommunications Studies -
Cape Fear Community CollegeCollege Transfer -
Cary High SchoolGeneral Studies
Frequently Asked Questions about Christopher Walch
What company does Christopher Walch work for?
Christopher Walch works for Hardsuit Labs
What is Christopher Walch's role at the current company?
Christopher Walch's current role is Lead Technical Artist at Hardsuit Labs.
What is Christopher Walch's email address?
Christopher Walch's email address is ch****@****ail.com
What is Christopher Walch's direct phone number?
Christopher Walch's direct phone number is +132180*****
What schools did Christopher Walch attend?
Christopher Walch attended Full Sail University, University Of North Carolina Wilmington, Cape Fear Community College, Cary High School.
What skills is Christopher Walch known for?
Christopher Walch has skills like Texturing, Maya, Game Development, Video Games, Animation, Xbox 360, Photoshop, Ps3, 3d Studio Max, Perforce, Computer Animation, Game Design.
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