Luna Simpson

Luna Simpson Email and Phone Number

CEO and Technical Art Director @ Blueshift Interactive
Nottingham, GB
Luna Simpson's Location
Nottingham, England, United Kingdom, United Kingdom
Luna Simpson's Contact Details

Luna Simpson work email

Luna Simpson personal email

n/a
About Luna Simpson

Charting the cosmos of game development with Blueshift Interactive!I founded Blueshift Interactive in 2023 after working on many projects across indie, AA, & AAA, with the purpose of creating ground-breaking internal projects, and providing technical & creative problem solving services to clients.www.blueshift-interactive.comMy background is in Technical Art with a focus on engineering, traditional art, and 3D Art.I specialise in rendering & shaders, proceduralism, and tools-dev - walking the line between engineering & art to help make the game look awesome, while making everyone's lives easier.

Luna Simpson's Current Company Details
Blueshift Interactive

Blueshift Interactive

View
CEO and Technical Art Director
Nottingham, GB
Employees:
2
Luna Simpson Work Experience Details
  • Blueshift Interactive
    Ceo And Technical Art Director
    Blueshift Interactive
    Nottingham, Gb
  • Blueshift Interactive
    Ceo & Technical Art Director
    Blueshift Interactive Jun 2023 - Present
    Nottingham, England, United Kingdom
    Charting the cosmos of game development at Blueshift Interactive!Working on producing internal projects with some ground-breaking new IPs such as X-GRAVITY!While also partnering with clients to integrate into their teams and help solve technical & creative problems.
  • Radical Forge
    Principal Technical Artist
    Radical Forge Jul 2023 - Jan 2024
    Nottingham, England, United Kingdom
    Working as a Principal Technical Artist on external projects @ Radical Forge part-time.Consulted on a client project creating an in-depth audit deck, which turned into getting my hands dirty.Written a very in-depth plugin in C++ for UE5 to handle procedural generation needs for the client..- Core system written in C++ using a subsystem and editor settings, and wraps around Houdini Engine- Automated actions such as regeneration on specified aspects of the procedural prices (which will run Houdini Engine without an artist ever having to drag a HDA) - all inputs and data automatically gathered for relevant tiles (i.e brush AABBs which intersect with the tile)- Tracking data on a tile-basis using AABBs to track positional data (i.e brushes)- Brush system to deform terrain, paint, and interact with foliage spawning system- EUW based front-end so their team can support future needs- Tool system using editor utility Blueprints to generate BP actors which can interact with the system- Tools for water bodies, rivers, roads, fences etc- System for sending custom data to Houdini encoded in actor tags- Engine and Houdini Engine changes to support this- Automated repackaging of assets to improve workflow and reduce unused assets in content browser- Terrain HDA which handles bulk of work such as processing brushes and applying them based on data encoded in them, generating cliffs, erosion etc- Foliage HDA which handles abiotic based spawning, weighted spawning, parsing of Unreal data, and removal of self overlaps- River and water HDAs with automatic splitting of the generated mesh by tile bounds (for occlusion and streaming purposes)- More I can't fit into this description..
  • The Multiplayer Group (Mpg)
    Lead Technical Artist
    The Multiplayer Group (Mpg) Jun 2022 - Jun 2023
    Nottingham
    Managing a small team of technical artists across different client projects, while also working directly on a client project with some of those technical artists, and conversing with the client to represent technical art as a function.Worked on an upcoming multiplayer Android/iOS/Switch game based on a very popular existing IP.Briefly consulted for technical art for live-ops support for a recently released multiplayer FPS.Generally just trying to treat people like human beings first though :)
  • The Multiplayer Group (Mpg)
    Senior Technical Artist
    The Multiplayer Group (Mpg) Jul 2021 - Jun 2022
    Nottingham, England, United Kingdom
    Worked on an unannounced project, and working on (another) unannounced project.Completed leadership essentials training.
  • The Multiplayer Group (Mpg)
    Technical Artist
    The Multiplayer Group (Mpg) Apr 2020 - Jul 2021
    Nottingham, England, United Kingdom
    Working at MPG Improbable.Primarily responsible for rendering & shaders, tools & procedural generation.Provided support for Midwinter Entertainment on Scavengers.
  • Sumo Digital Ltd
    Technical Artist
    Sumo Digital Ltd May 2018 - Apr 2020
    Sheffield, United Kingdom
    Worked on Sackboy a Big Adventure (PS4/PS5).Key responsibilities: - Advanced shader development & VFX - HLSL, some working knowledge of PSSL - PBR shaders & materials + supporting material artists - Procedural material creation (Substance Designer & Houdini) - Houdini and supporting Houdini pipeline - procedural modelling, tools-dev, HDA creation, point of contact with SideFX - Mainting internal build of Houdini Engine for Maya plugin (C++, HAPI, OpenMaya, Mel, Python) - Pre-simulated destruction pipeline - Tools development (3ds Max, Maya, Substance, Houdini) using Python+PySide/Mel/MAXScript - Keeping up to date with current software, techniques, & best practices - Supporting vertex animation pipeline & tech - Optimisation of art/animation content - Profiling of art content using engine tools & renderdoc - Working with art to compromise on next-gen visuals which are achievable - Communication between art and code/graphics - Report directly to lead artistWorking heavily with Houdini and writing shaders. Also writing tools for 3ds Max (Python+Max API), Maya (Python, Mel, C++, OpenMaya), & Substance (Designer & Painter).
  • Self Employed
    Freelance Technical & Vfx Artist
    Self Employed Jun 2017 - May 2018
    Middlesbrough
    Worked on: - Sackboy a Big Adventure - Vampire the Masquerade: Blood Hunt - Ctrl: Remaster (VR) Worked primarily with high quality real-time shaders, particle effects, animation implementation, and providing technical support.
  • Coatsink Software
    Technical & 3D Artist Intern
    Coatsink Software Jun 2016 - Jul 2016
    Sunderland
    Paid placement as an artist (June - July).Working on the creation of PBR textured low/medium poly assets for a VR game, as well as the creation of scripts for the 3ds Max modelling package - including a mesh exporter for an in-house mesh file type I helped to develop.

Luna Simpson Education Details

Frequently Asked Questions about Luna Simpson

What company does Luna Simpson work for?

Luna Simpson works for Blueshift Interactive

What is Luna Simpson's role at the current company?

Luna Simpson's current role is CEO and Technical Art Director.

What is Luna Simpson's email address?

Luna Simpson's email address is lu****@****ive.com

What schools did Luna Simpson attend?

Luna Simpson attended Teesside University, Stockton Riverside College Bede Sixth Form.

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