First Contact Entertainment

Senior Technical Artist

At First Contact Entertainment, I contributed to the launch of Solaris: Offworld Combat (PC/Quest VR). My responsibilities included optimizing the VR character blueprint, improving overall performance, and developing performant materials and visual effects that matched the project’s style.

Art

  • Designed and implemented dynamic visual assets for the ‘Capture’ game mode, creating animated zones that reflected team ownership, capture progress, and player presence in real time.
  • Developed efficient particle systems for core gameplay effects, including muzzle flashes, explosions, tracers, and other dynamic visuals.
  • Modeled and animated most dynamic world-space UI elements.
  • Developed a complex, animated “death sequence” using a single material effect

Engineering

  • Optimized 1st and 3rd person VR character Animation Blueprint. Migrated all processing from Blueprints to C++. Improved blending between animations and tracked head and hand locations. Added dynamic bone and pose adjustments throughout the body based on hand tracker locations.
  •  Substantially optimized the in-game “Visor” HUD. Replaced all assets using resource-intensive world-space widgets with highly efficient meshes. Dramatically reduced overdraw and the need for frequent widget redraws. Increased frames above 60 FPS from 78% to 99.8%!
  • Integrated dynamic weapon meshes and reticles to gameplay code in C++.

Other

  • Setup and animated Title Screen