Pound Sand
Senior Technical Artist
Working with a small team in a start-up environment required me to be proactive when looking for ways to improve our projects. Having limited time and resources also meant I needed to work as efficiently as possible. The projects included a free-to-play mobile game using Unity that I was involved with from start to ship. Upon release it was the top featured game on the iOS App Store and featured twice more in the following months. I also worked on a multiplayer PC prototype project using UE4. Some of my responsibilities included:
General:
- Communicate and share best practices with other artists.
- Having a strong technical understanding to collaborate with the engineering team and a strong gaming background to collaborate with the design team.
Art:
- Creating realistic looking PBR materials for mobile.
- Creating highly optimized effects and UI work for mobile.
- Creating highly optimized models and textures that worked in a very limited memory budget.
- Quality check and fix outsourced assets for technical problems.
- Push visual quality beyond what was typical for mobile devices. Creating massive, open, and explorable true 3D environments.
- Maintaining the Maya to Unity3D pipeline.
- Lighting and rendering realistic environment light-maps using V-Ray renderer and integrating them into Unity.
- Rapid asset creation for prototyping.
- Gameplay Blueprint creation in Unreal Engine.