Shipped Titles
Experience
Blizzard Entertainment
Technical Artist | June 2015 – Present
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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.
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Maintained deployment system for tools and code developed by Tech Art.
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Built and expanded tools for use by artists, tech designers, tech artists, and QA:
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Data generation apps used by artists for rapid asset implementation in-game.
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Art health app used by artists to identify sources of poor asset performance.
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Build health app used by Tech Art and QA to identify the presence of invalid or sensitive content within a build.
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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.
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Contributed to centralized documentation of Tech Art tools on internal wiki.
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Expanded team's code library. Built and updated Python packages for interacting with game data, the 3dsMax API, source control, and build cleanup.
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Rigged characters & props for the Machines of War content release.
Studio Wildcard
Contract Technical Artist | April 2015 – June 2015
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Provided technical art support during late-stage development of Ark: Survival Evolved.
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Built and updated master materials for characters, foliage, and FX in Unreal 4.
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Developed and disseminated optimization techniques for SpeedTree to artists.
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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
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Supervised technical art development for VR music video demoed at SXSW.
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Educated art team with cinematic rendering background on optimization techniques for real-time rendering.
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Optimized VFX and model assets for the unique challenges of a VR environment.
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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