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


Skills

Experience