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Experience

 

 

Blizzard Entertainment

Technical Artist | June 2015 – Present

  • Supported the Heroes of the Storm FX team by building tools and streamlining the FX content pipeline. Provided general support to tech designers and character/environment artists.

  • Maintained deployment system for tools and code developed by Tech Art.

  • Built and expanded tools for use by artists, tech designers, tech artists, and QA:

    • Data generation apps used by artists for rapid asset implementation in-game.

    • Art health app used by artists to identify sources of poor asset performance.

    • Build health app used by Tech Art and QA to identify the presence of invalid or sensitive content within a build.

  • Restructured Heroes of the Storm's asset data to take advantage of scripting language features. Communicated between engineers & artists/designers to ensure editor stability during large-scale redevelopment of game data system.

  • Contributed to centralized documentation of Tech Art tools on internal wiki.

  • Expanded team's code library. Built and updated Python packages for interacting with game data, the 3dsMax API, source control, and build cleanup.

  • Rigged characters & props for the Machines of War content release.

 

 

Studio Wildcard

Contract Technical Artist | April 2015 – June 2015

  • Provided technical art support during late-stage development of Ark: Survival Evolved.

  • Built and updated master materials for characters, foliage, and FX in Unreal 4.

  • Developed and disseminated optimization techniques for SpeedTree to artists.

  • Coordinated with outsource art team to ensure character and prop assets met performance and quality standards.

 

 

3D Live Events

Contract Technical Artist | Jan. 2015 – Feb. 2015

  • Supervised technical art development for VR music video demoed at SXSW.

  • Educated art team with cinematic rendering background on optimization techniques for real-time rendering.

  • Optimized VFX and model assets for the unique challenges of a VR environment.

  • Investigated technical challenges to development of interactive DJ visualization in Unreal. Prototyped audio-driven gameplay and proprietary stereoscopic rendering output on tight deadlines.

Skills

 

Code
Python, Maxscript/MaxPlus, XML, JSON, HLSL, MEL/PyMEL/Maya API
Content
3dsMax, Maya, Photoshop, SpeedTree, Quixel Suite, xNormal
Engine
Unreal 4, Unity3D, Proprietary
Dev
PyCharm, Visual Studio, SVN, Perforce, Qt Designer, Jira, Confluence, Excel

 

2010 - present

2010 - present

Education

 

California Polytechnic State University, San Luis Obispo

B.S., Architectural Engineering

2007 - 2012

 

Ex'Pression College for Digital Arts

B.A.S., Game Art And Design

2012 - 2014

 

References
Matt Doucette
Technical Artist, Blizzard

 

Eric Spevacek
Technical Artist, Undead Labs

 

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