Leo Viale
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Leo Viale Email & Phone Number

Lead Technical Artist at Counterplay Games at Counterplay Games
Location: Emeryville, California, United States 11 work roles 4 schools
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Current company
Role
Lead Technical Artist at Counterplay Games
Location
Emeryville, California, United States
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Leo Viale is listed as Lead Technical Artist at Counterplay Games at Counterplay Games, a with 71 employees, based in Emeryville, California, United States. AeroLeads shows a matched LinkedIn profile for Leo Viale.

Leo Viale previously worked as Lead Technical Artist at Counterplay Games and Chief Production Officer at Chido. Leo Viale holds Diploma, Computer Games And Programming Skills from Think Tank Training Centre.

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Counterplay Games

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Profile bio

About Leo Viale

Hi! My name is Leo, I am a seasoned Technical Artist with extensive experience in the video game industry. My journey into the world of 3D and CGI began in 1997, sparked by an early introduction to 3D Studio, which quickly became a lifelong passion. Over the years, I have pursued various disciplines, consistently integrating 3D technology into each role.My professional career in computer graphics started in 2005 at an advertising agency, where I developed a robust skill set that I later applied in graphic design and architecture. In 2012, I relocated to Canada, where I transitioned into the gaming industry as a 3D Generalist, eventually specializing as a Technical Artist.I am committed to continuous learning and thrive on taking on new challenges. My objective is to consistently deliver exceptional results and contribute to the advancement of the projects I am involved in.

Listed skills include 3D Studio Max, Maya, Zbrush, Uvlayout, and 15 others.

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Counterplay Games
Counterplay Games
Lead Technical Artist at Counterplay Games
san francisco, california, united states
Employees
71
AeroLeads page
11 roles · 18 years

Leo Viale work experience

A career timeline built from the work history available for this profile.

Lead Technical Artist

Current

Emeryville, California, United States

Upon joining the studio, I contributed to the development of Godfall, primarily specializing in shader development and optimization. My responsibilities included enhancing the existing shader system and optimizing performance for the PS4 release and forthcoming expansions.Following the completion of the Godfall project, I transitioned to a new initiative where I spearheaded the standardization of the shader system. This involved refining, designing, and implementing new tools and technologies for studio-wide utilization. I strategically planned their integration into our current project while also ensuring their adaptability for reuse and sharing across various projects within our studio ecosystem.Godfall - Fire & Darkness Expansion (2021)Unannounced Project (2024)

Dec 2020 - Present

Chief Production Officer

Rosario, Santa Fe, Argentina

Using the world's most advanced real-time 3D software, we create hyper realistic visuals and immersive experiences to enhance the customer real estate experience. Our team of veteran artists have worked with top production studios, giving us the ability to complete projects promptly, accurately and within budget. We are confident that this is the future of the customer engagement and experience, with applications raging from land development pre-sales to architecture and real estate. Chido provides a disruptive solution that is truly revolutionary.

Nov 2020 - Jan 2023

Lead Technical Artist

Montreal, Quebec, Canada

As the Lead Technical Artist for our flagship title, I played a pivotal role in enhancing various technical aspects including environment, shaders, lighting, optimization strategies, and tool refinement.Dead by Daylight - Behaviour Interactive (2019-present)

Aug 2020 - Jul 2021

Senior Technical Artist

Edmonton, Alberta, Canada

Collaborating with a diverse and skilled team of artists on the highly anticipated Dragon Age 4 project, my focus has been on optimizing performance, refining shaders, and mastering lighting techniques within EA's proprietary engine. This experience has been instrumental in expanding my skill set for and familiarity with advanced game development technologies.Dragon Age 4 - EA (2004)

Jun 2020 - Nov 2020

Lead Technical Artist

Montreal, Canada Area

As Lead Technical Artist for the company's flagship title, I spearheaded enhancements across multiple technical domains including environment design, material refinement, lighting solutions, optimization techniques, and tool development. Additionally, I contributed to an unannounced project by creating essential tools for artists on the tech art side, particularly in the realms of shaders, lighting, optimization and asset validation.Dead by Daylight - Behaviour Interactive (2019-present)Unannounced project - Behaviour Interactive (2019-present)

Jul 2019 - Jun 2020

Senior Technical Artist / Lighting Artist

Vancouver, British Columbia

As a Senior Technical Artist, I specialize in establishing pipelines and crafting art tools within Unreal Engine 4. Additionally, I am proficient in devising and refining lighting pipelines, as well as optimizing performance for a diverse array of VR projects spanning mobile games, console titles, and varied VR experiences compatible with platforms such as HTC Vive, Oculus Rift, and VRcade. I played a key role in the development and optimization of the lighting pipeline for the acclaimed VR title Evasion, published by Sony for PS4 VR.Freediver - Triton Down – Oculus Rift (2019)Evasion – Sony PS4 VR (2018)Various Titles – VRrcade (2016)

Feb 2016 - Apr 2019

Senior Technical Artist / Lead 3D Generalist

Vancouver, British Columbia

Throughout my time with the studio, I spearheaded the transformation of our studio from a motion graphics-centric environment to a comprehensive 3D animation studio by establishing robust workflows for the entire 3D department. My responsibilities encompassed various facets of production, including lighting, modeling, shading, texturing, and rendering. Additionally, I assumed a leadership role in managing the technical aspects of these areas, ensuring adherence to pipeline protocols and providing assistance to fellow artists as needed.Star Wars Commander – The Disney Interactive/Lucasfilm (2015)Halo: The Fall of Reach Animated Series – Microsoft Studios (2015)Halo: Spartan Strike – Microsoft Studios (2015)Company of Heroes 2: Ardennes Assault – Relic (2015)Dead Rising – Sony Crackle (2015)Asteroid: Final Impact – Frostbite Films (2015)Regina Pats – Stadium Activation (2015)What Remains of Edith Finch – Santa Monica (2015)Halo Master Chief Collection – Microsoft Studios (2014)The Quest – ABC TV (2014)Strange Empire – CBC (2014)Stonehenge: Uncovered – BBC Documentary (2014)Some Assembly Required – YTV (2014)Package Deal – CityTV (2013)Remember Me – Dontnod/Capcom (2012)

Oct 2012 - Dec 2015

Lead 3D Artist, Project Manager

Rosario, Santa Fe, Argentina

As Lead 3D Artist, I specialized in modeling environments and additionally contributed as a texture and lighting artist across all CGI projects within the company. Moreover, I undertook the responsibilities of a Project Manager, overseeing a team of artists and ensuring the smooth operation of pipelines while meeting project deadlines across multiple company initiatives.

2009 - 2012 ~3 yrs

Senior 3D Artist

Idenmedia

Rosario, Santa Fe, Argentina

As a Senior 3D Artist, my role encompassed modeling environments and contributing as a texture and lighting artist across all CGI projects within the company.

Nov 2007 - Dec 2011

Junior Graphic Designer / Senior 3D Artist

Flaherty & Asociados

Rosario, Santa Fe, Argentina

Starting as a Junior Graphic Designer, I progressed to the role of Senior 3D Artist, where I led a team of professionals in managing specialized pipelines and meeting deadlines. My primary focus involved modeling and designing architectural and commercial stands.Among our esteemed clientele, we have had the privilege of collaborating with industry giants such as Monsanto, John Deere, Roundup, and numerous other prominent companies within the agrochemical and agricultural sectors.

Aug 2005 - Sep 2007
Team & coworkers

Colleagues at Counterplay Games

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4 education records

Leo Viale education

Diploma, Computer Games And Programming Skills

Think Tank Training Centre

Improved my 3D and Techart skills

Bachelor'S Degree, Graphic Design And Illustration

Instituto Superior Comunicación Visual

Studied Graphic Design and Illustration

High School, Mechanical Engineering

Instituto Politécnico Superior
FAQ

Frequently asked questions about Leo Viale

Quick answers generated from the profile data available on this page.

What company does Leo Viale work for?

Leo Viale works for Counterplay Games.

What is Leo Viale's role at Counterplay Games?

Leo Viale is listed as Lead Technical Artist at Counterplay Games at Counterplay Games.

Where is Leo Viale based?

Leo Viale is based in Emeryville, California, United States while working with Counterplay Games.

What companies has Leo Viale worked for?

Leo Viale has worked for Counterplay Games, Chido, Behaviour Interactive, Bioware, and Archiact.

Who are Leo Viale's colleagues at Counterplay Games?

Leo Viale's colleagues at Counterplay Games include Winston Weems, Laura Sifferle, Yogesh Sharma, Fangzhou Hu, and Aldo Vidal.

How can I contact Leo Viale?

You can use AeroLeads to view verified contact signals for Leo Viale at Counterplay Games, including work email, phone, and LinkedIn data when available.

What schools did Leo Viale attend?

Leo Viale holds Diploma, Computer Games And Programming Skills from Think Tank Training Centre.

What skills is Leo Viale known for?

Leo Viale is listed with skills including 3D Studio Max, Maya, Zbrush, Uvlayout, Mari, Photoshop, After Effects, and Illustrator.

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