That’s No Moon
Lead Env Tech Artist
(October 2022 - Present)
Built a team of 5 tech artists, spanning various disciplines to support art teams.
Collaborated with Tech/Art Directors to execute on vision within technical limitations.
Spearheaded validation/memory/performance efforts with Engineering/QA leadership.
Worked hand-in-hand with studio leadership to build a studio from ~40 to ~250.
The Art Institute of California - San Francisco
Bachelor of Science (BS), Game Art and Design
(2009 - 2013)
Expert Tech Artist
(October 2021 - October 2022)
Built studio standard Mesh / Texture Pipeline Tools for all art teams.
Built Photogrammetry automation / workflows for our cutting-edge Photogrammetry team.
Stood up procedural-first workflows for environment artists, which allowed the Environment Team to create high quality levels, quickly, and at scale.
Supported Environment Team with dozens of DCC/Editor Tools to eliminate friction/optimize workflows.
Owned HLODs and World Streaming, Including custom tooling so art teams have minimal HLOD markup. Managed Nightly HLOD Generation through Jenkins.
Sony Bend
Sr. Staff Tech Artist
(January 2018 - October 2021)
Created procedural systems/tools for Art and Design.
Created and maintained shader library. Ensured shaders were optimized.
Worked with engineers to identify problem assets/population. Created validation to automatically address issues. Optimization tickets generated and assigned.
Worked with QA to automate testing for aspects of the game that would commonly break.
Contributed to asset import/export pipeline. (Decima, Maya, Houdini)
Wiki-style documentation/tutorials for artists on tools. New hire onboarding documentation.
3D Environment Artist
(October 2013 - January 2018)
Create models and textures for a AAA open world game. (Days Gone)
Work with the creative leadership and concept teams to define the look and feel of an area, and execute on that vision.
Work with the tech art team to create optimized, re-usable shaders for the art teams.
Contribute to a global material library, and create assets that re-use those materials in smart ways.
Optimize workflows in sculpting, modelling, and texture creation, communicate these to the team.
Mentor new hires on effective asset creation techniques.
Software
3D
2D
Unreal
Misc
Robert Fountain
3D Artist
(April 2013 - October 2013)
Collaborated with interior designers to give previsualizations to wedding / party planning clients.
Create high poly models based on catalog of furniture and decor provided for clients.
Generate High Quality vray Renders to give the client an idea of what the wedding/party will look like.
Languages / APIs
Python | CPP | C# | HLSL
Education
Ghost Jack Entertainment
3D Artist Intern
(July 2012 - January 2013)
Environment art, assembly, texturing
World Building