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.