Specialist Technical Artist
Current• Shipped Palia on PC, Steam, and Switch• Create a robust, artist-friendly, performant shader stack for Cosmetics and characters in a stylized PBR live service game.• Work directly with Team Leadership, Concept artists, Character Artists, FX Artists, and Technical Animators to establish and push the quality bar for FX and shader fidelity. Also helped establish the “What If” idea space in early cosmetics planning to maximize player impact and product value.• Proposed an alternative method of leveraging our shader stack and tools to significantly de-scope and de-risk a new product vertical significantly improving the overall ROI for the feature.• Help establish performance budgets and asset authoring standards with Character Lead and Technical Animation teams.• Improved Environment and VFX shader performance and fidelity.• Extensive work related to performance optimizations for characters and environments to ship on Switch.• Work in a semi-autonomous manner to balance task load, supporting other teams, and doing feature RND to make sure we are ahead of the curve on feature development and tech-debt.• Wrote a variety of tools to validate PBR, lighting environment, and streamline asset generation.• Mentor other character artists and tech artists about Shaders and shader best practices, modeling techniques, environment / HLOD optimization, and Blueprint best practices / code reviews.• Wrote C++ plugins for use in Cosmetics for implementing material WPO springs and other pop-in effects in a performant manner. • Support Lighting needs and post process refactors before a dedicated lighting artist was hired.