Junior Technical Artist
CurrentCurrently the World Technical Artist in Skull and Bones. Developed in Houdini, a procedural destruction system featured in Season 4’s Vikram boss fight. Streamlined procedural pipelines for world in Houdini using Python and Vex. Created various tools using C# and XAML, utilizing the WPF framework in Ubisoft’s custom engine to improve artist workflows. Conducted performance profiling and implemented optimizations. Designed the memory and performance budget for the announced PvP gamemode, balancing fidelity and stability.