Liam D.

Liam D. Email and Phone Number

Sr Technical Artist (Creator Tools & VR Platform Optimization Pipelines) @The Wave XR @ Wave
Liam D.'s Location
Boulder, Colorado, United States, United States
About Liam D.

A pixel pusher, a code cruncher, a techno tinkerer, Liam brings over a decade's experience to immersive software development.A VR developer and technical artist, Liam has worked in Virtual Human Tutor development for educational software, created avatars for social VR Platforms, like ConVRge and VRChat as a hobby, which led the development of avatars for Bigscreen VR, with a big push for asset optimization pipeline for mobile VR platforms. Then, as the senior technical artist for Health Scholars, he pushed the development of AI driven characters and IK Interaction Systems for medical training, and is now a senior technical artist for The Wave XR developing their character pipeline for live virtual performances in ANY game or game engine.

Liam D.'s Current Company Details
Wave

Wave

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Sr Technical Artist (Creator Tools & VR Platform Optimization Pipelines) @The Wave XR
Liam D. Work Experience Details
  • Wave
    Sr Technical Artist (Vr Platform Optimization & Creator Tools Pipelines)
    Wave Sep 2021 - Present
    Los Angeles, California, Us
    Platform Optimization (Unity & Unreal) PC/Mobile/VR:Strategize multi-platform content creation.- set technical standards for asset breakdown and creation.- help communicate hardware limitations and content requirements for art teams (in-house and outsourced).Lead daily optimization tests.- Deep GPU/CPU Profiling to drive framerate and memory optimizations (RenderDoc, Insights, Frame Debugger)- communicate daily, benchmark reports of content issues & improvements.Content Tools Pipeline (Unity & Unreal):- Develop multi-platform modular Shader/Material Libraries (GLSL,HLSL, & node based)- Develop simulated dynamic lighting solutions for mobile VR platforms. - Develop custom editor tools for rapid content integration (rigging, instancing, and "quality of life" improvements).- Integrate and optimize character assets (eg LOD setup, VAT conversions, etc) for runtime environments.- Provide and maintain copious amounts of technical documentation.- Proactively seek out pipeline improvements, workflows, and technological advancements.
  • Health Scholars
    Sr Technical Artist
    Health Scholars Mar 2020 - Sep 2021
    Westminster, Health Scholars Main Office, Us
    In partnership with the American Academy of Pediatrics, Health Scholars builds VR simulations for pediatric assessment training, providing a risk-free environment for pre-hospital and in-hospital providers.Tools & Pipeline:- Developed animated behavior systems for Non-Player Characters (NPC) utilizing Goal Oriented Action Patterns (GOAP, an AI architecture) - NPCs, when spoken to by the user, can identify their roles in the scenario and the actions required to fulfill the user request (through object proximity, walking navigation, and object interaction).- Outlined our standards and improved development processes for asset production: models, materials, shaders, LODs, etc- helped artists prepare assets for the strict limitations of mobile VR development - Created tools for Unity that facilitate rapid content integration and prototyping- Collaborated with our art team to push content quality while optimizing performance- Developed DCC Tools for Unity and Maya that assisted in rapid rigging, animation and performance capture.- Frequently Profiled our applications utilizing RenderDoc and Unity's Profiler / Frame Debugger, outlining performance and optimization goals and techniques.- Developed simple and complex shaders for mobile VR platforms.
  • Tinker Studio
    Vr Technical Artist
    Tinker Studio Dec 2019 - Mar 2020
    Seattle, Washington, Us
    TinkerVR, an immersive virtual reality experience, debuted at the 2021 Sundance Film Festival. It combines motion capture technology with interactive storytelling to encourage empathy for Alzheimer’s patients while exposing participants to an intimate experience of the progression of the disease. As the Technical Artist I manage the development of Performance Input Tools and Character Rigging Controls in Unity; as well as optimizing Tinker’s art asset pipeline to ensure reliable performance for mobile platforms like the Oculus Quest. Project Highlights:- Building custom character rig and acting tools in C# for an actor to puppeteer in VR.- Optimizing quality character model and scene assets for Mobile VR platforms.
  • Bolder Interactive
    Technical Artist
    Bolder Interactive Dec 2019 - Mar 2020
    Boulder, Colorado, Us
    Bolder Interactive has produced dozens of interactive bleeding edge technological experiences for theme park attractions across the world for clients like Disney and Lionsgate Entertainment. I consult on technical art optimization and game asset development, to help ensure quality performance and delivery of a variety of products while maintaining the highest standards of the IP holder.Project Highlights:- Testing product integrations of new technologies like Kinect2 and Looking Glass.- Performance profiling projects: Draw call optimizations, GC collections, script timings.- Managed model clean up: batching, atlasing, and optimized shader development.
  • Vr Robotica Inc.
    Unity Developer / Vr Technical Artist
    Vr Robotica Inc. Jan 2015 - Mar 2020
    As a freelance Unity Developer and Technical Artist, I bridge the gap between artists and programmers, ensuring that the art asset pipeline and creative coding features are easily integrated into a platform engine like Unity, while respecting the artistic vision and technical constraints of the project and hardware application.Unique Explorations:- 3D Environmental / Spatial Interface Design- 3D Storytelling and Immersion (VR Comic Books)- Virtual Humans and Custom Avatar Design- Paramaterized FACS Rigs for Real-Time Rendering- Social Influences and Application Of Simulated Eye Gaze- User Expression Recognition Through HMD Orientation- Agent Awareness & Event Triggering Through User Gaze Tracking
  • Bigscreen Vr
    Vr Technical Artist / Avatar Systems Developer
    Bigscreen Vr Aug 2017 - Nov 2019
    Los Angeles, California, Us
    Bigscreen VR, a top rated social VR experience, invites friends, families, and coworkers to collaborate, play games, and watch movies together in VR. As a small startup (and fully remote team across 14 time zones), we had a vibrant culture of self motivation, daily communication, and strong collaboration. We often wore many hats and juggled our priorities to tackle the onslaught of unique challenges to keep up with advancing technologies and maintain a regular schedule of releases.Creative Direction:- Introduced thematic design philosophy for Social Spaces and Spatial UI Design as Environment (ie VR as a Theme Park Experience), and outlined VR user comfort specifications- Designed, modeled, textured, and rigged all the initial avatars, their custom accessories, and environments (for all LOD levels) using Maya, ZBrush, and Substance Painter- Designed mobile friendly stylized layered and RGB masked shaders for easy customizations- Researched hardware limitations and established art asset style guideDeveloped Systems (C#) for:- Avatar behaviors: simulated eye gazie, facial animations, avatar rigging & animation controls- Avatar customization library of scriptable objects (Shirts, Hats, Beards, & Hair Styles)- Dynamic texture atlas baking and optimization- Custom LOD solution for seated VR Custom Editor Automation Tools (C#) for: - Remote Avatar Model atlasing tool (to accommodate texture atlas layout)- Remote Avatar & NPC prefab creation tool- Dynamic batching compatibility checker tool- Scene material find & replace tool- Light baking control toolQA & Optimization:- Delved into performance profiling for Desktop and Android platforms- Optimized art assets to reduce draw calls or balance dynamic batching - Regularly collaborated with our QA team and Community Beta Testers to diagnose and resolve in-game issues and gain UX feedback
  • Boulder Learning Inc. (Blt Merged With Ddi)
    Sr. Content Developer: 2D/3D Technical Art, Ux Designer
    Boulder Learning Inc. (Blt Merged With Ddi) Oct 2007 - May 2017
    Partnering with multiple universities in Poland, Finland, China, and here in the United States, BLT is home to the leading research scientists of speech language processing for Virtual Human Tutors; their mission: to revolutionize the K-5 classroom and science literacy through multimedia learning guided by virtual tutors.I supported our international teams as the Senior Content Developer. My primary responsibilities included mentoring a small team of creatives in a technical capacity while bridging the gap of communication between our artists, engineers, and curriculum developers. I communicated team needs and conveyed project priorities to our engineers to successfully build tools for our artists to help facilitate the creation of over 1,500 engaging animatics and interactive simulations that have been tested and used by thousands of K-5 students across the world. I also modeled and scripted the behaviors of our integrated 3D Virtual Human Tutors; I built JavaScript (AS3) tools to simplify content building/layout for our interactive books; I prototyped the integration of our tools into Unity to be used within Virtual Reality; and I lent my creative talents to the creation of hundreds of interactive science learning books.Creative Leadership:- Mentored a team of 4 artists for 2D and 3D art development- Animation Production Scheduling, Script Writing, Storyboarding- 3D Asset Creation & Standardization (modeling and texturing with Maya and ZBrush)- UI/UX Design (Javascript AS3, Flash )Avatar Development:- Facial Modeling & Rigging (with Maya & ZBrush).- Character Rigging (with Maya).- Character Animation (with Maya).- Developed Parameterized FACS Rigging Tools (with Unity) for Real-Time Rendering.
  • Filmpark Babelsberg Gmbh
    Creative Director
    Filmpark Babelsberg Gmbh Aug 2009 - May 2012
    De
    I directed and managed the strategic development of themed environments for one of Europe’s largest theme parks attracting 500,000 annual visitors. Key responsibilities included attraction design, exhibition concept design and coordination, and themed marketing initiatives:Attraction DesignerI developed concept designs and 3D visualizations for new Theme Park Attractions: Dome of Babelsberg Interactive XD Theater, The Three Musketeers "Making Of" Show and The Horror Shop. Exhibition CoordinatorCoordinator for the 2011 Star Trek the Exploration European Tour at Filmpark Babelsberg. I consulted on layout and design & venue requirements, created 3D visualizations, scheduled the early build-up phase, and led the marketing communications with our partner agency. Theme & Marketing DesignerUtilizing the standard gamut of creative software: I also led the creation of park themed materials and signage, and created special marketing materials for the Halloween Horror Nights and Summer Filmpark Night events which consisted of posters, flyers, newspaper ads and coupons.

Frequently Asked Questions about Liam D.

What company does Liam D. work for?

Liam D. works for Wave

What is Liam D.'s role at the current company?

Liam D.'s current role is Sr Technical Artist (Creator Tools & VR Platform Optimization Pipelines) @The Wave XR.

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