Sr. Technical Artist

Platform Optimization (Unity & Unreal) PC/Mobile/VR:

  • Strategize multi-platform content creation.
  • set technical standards for asset breakdown and creation.
  • help communicate hardware limitations and content requirements for art teams (in-house and outsourced).
  • Lead daily optimization tests.
  • Deep GPU/CPU Profiling to drive framerate and memory optimizations (RenderDoc, Insights, Frame Debugger)
  • communicate daily, benchmark reports of content issues & improvements.

Content Tools Pipeline (Unity & Unreal):

  • Develop multi-platform modular Shader/Material Libraries (GLSL,HLSL, & node based)
  • Develop simulated dynamic lighting solutions for mobile VR platforms.
  • Develop custom editor tools for rapid content integration (rigging, instancing, and “quality of life” improvements).
  • Integrate and optimize character assets (eg LOD setup, VAT conversions, etc) for runtime environments.
  • Provide and maintain copious amounts of technical documentation.
  • Proactively seek out pipeline improvements, workflows, and technological advancements.

Sr. Technical Artist

In partnership with the American Academy of Pediatrics, Health Scholars builds VR simulations for pediatric assessment training, providing a risk-free environment for pre-hospital and in-hospital providers.

Tools & Pipeline:

  • Developed animated behavior systems for Non-Player Characters (NPC) utilizing Goal Oriented Action Patterns (GOAP, an AI architecture)
  • NPCs, when spoken to by the user, can identify their roles in the scenario and the actions required to fulfill the user request (through object proximity, walking navigation, and object interaction).
  • Outlined our standards and improved development processes for asset production: models, materials, shaders, LODs, etc
  • helped artists prepare assets for the strict limitations of mobile VR development
  • Created tools for Unity that facilitate rapid content integration and prototyping
  • Collaborated with our art team to push content quality while optimizing performance
  • Developed DCC Tools for Unity and Maya that assisted in rapid rigging, animation and performance capture.
  • Frequently Profiled our applications utilizing RenderDoc and Unity’s Profiler / Frame Debugger, outlining performance and optimization goals and techniques.
  • Developed simple and complex shaders for mobile VR platforms.

Technical Artist <Contract>

TinkerVR, an immersive virtual reality experience, debuted at the 2021 Sundance Film Festival. It combines motion capture technology with interactive storytelling to encourage empathy for Alzheimer’s patients while exposing participants to an intimate experience of the progression of the disease. As the Technical Artist I manage the development of Performance Input Tools and Character Rigging Controls in Unity; as well as optimizing Tinker’s art asset pipeline to ensure reliable performance for mobile platforms like the Oculus Quest.

Project Highlights:

  • Building custom character rig and acting tools in C# for an actor to puppeteer in VR.
  • Optimizing quality character model and scene assets for Mobile VR platforms.

Technical Artist <Contract>

Bolder Interactive has produced dozens of interactive bleeding edge technological experiences for theme park attractions across the world for clients like Disney and Lionsgate Entertainment. I consult on technical art optimization and game asset development, to help ensure quality performance and delivery of a variety of products while maintaining the highest standards of the IP holder.

Project Highlights:

  • Testing product integrations of new technologies like Kinect2 and Looking Glass.
  • Performance profiling projects: Draw call optimizations, GC collections, script timings.
  • Managed model clean up: batching, atlasing, and optimized shader development.

Technical Artist

Bigscreen VR, a top rated social VR experience, invites friends, families, and coworkers to collaborate, play games, and watch movies together in VR. As a small startup (and fully remote team across 14 time zones), we had a vibrant culture of self motivation, daily communication, and strong collaboration. We often wore many hats and juggled our priorities to tackle the onslaught of unique challenges to keep up with advancing technologies and maintain a regular schedule of releases.

Creative Direction:

  • Introduced thematic design philosophy for Social Spaces and Spatial UI Design as Environment (ie VR as a Theme Park Experience), and outlined VR user comfort specifications
  • Designed, modeled, textured, and rigged all the initial avatars, their custom accessories, and environments (for all LOD levels) using Maya, ZBrush, and Substance Painter
  • Designed mobile friendly stylized layered and RGB masked shaders for easy customizations
  • Researched hardware limitations and established art asset style guide

Developed Systems (C#) for:

  • Avatar behaviors: simulated eye gazie, facial animations, avatar rigging & animation controls
  • Avatar customization library of scriptable objects (Shirts, Hats, Beards, & Hair Styles)
  • Dynamic texture atlas baking and optimization
  • Custom LOD solution for seated VR

Custom Editor Automation Tools (C#) for:

  • Remote Avatar Model atlasing tool (to accommodate texture atlas layout)
  • Remote Avatar & NPC prefab creation tool
  • Dynamic batching compatibility checker tool
  • Scene material find & replace tool
  • Light baking control tool

QA & Optimization:

  • Delved into performance profiling for Desktop and Android platforms
  • Optimized art assets to reduce draw calls or balance dynamic batching
  • Regularly collaborated with our QA team and Community Beta Testers to diagnose and resolve in-game issues and gain UX feedback