Nora Shramek
Nora Shramek
Technical Artist Lead or Principle - AAA, Indie, VR, Mobile
Los Angeles, United States

Summary

I have over 12 years professional experience working in games (console, VR, mobile), Architectural Visualization, and Product Design.

Skills

Visual ScriptingPhysically Based RenderingLook DevelopmentShadersSkybox productionEnvironment DesignPipeline DevelopmentUnityTexturing3D ModelingEnvironment ModelingHard Surface ModelingLighting

Software proficiency

3ds Max
3ds Max
Maya
Maya
Unreal Engine
Unreal Engine
Mudbox
Mudbox
ZBrush
ZBrush
Photoshop
Photoshop
Unity
Unity
Redshift
Redshift

Productions

    • Video Game
      Team Fight Tatics, League of Legends, Project L, Various future Art and Render pipeline overhauls
    • Year
      2020
    • Role
      Senior Technical Artist
    • Company
      Riot Games
    • Video Game
      Star Wars Jedi: Fallen Order
    • Year
      2019
    • Role
      Lighting Artist
    • Company
      Respawn Entertainment
    • Video Game
      Stormland: Pre-production, Vertical Slice, Trailer, Demo V 1.0
    • Year
      2019
    • Role
      Lighting and Skybox Artist
    • Company
      Insomniac Games
    • Video Game
      The Unspoken Season 1.0- Single Player Campaign (Holiday 2017)
    • Year
      2016
    • Role
      Lighting and Skybox Artist
    • Company
      Insomniac Games
    • Video Game
      Feral Rites
    • Year
      2016
    • Role
      Lighting Artist
    • Company
      Insomniac Games
    • Video Game
      Forza Motorsport 6
    • Year
      2015
    • Role
      Lighting Artist
    • Company
      Turn 10 Studios

Experience

  • Principle Lighting and Technical Artist at Stealth Start Up
    February 2024 - Present

  • SOD3 at Undead Labs
    Seattle , US
    September 2022 - Present

    Responsible for managing, sheparding, and implementing the look of our game across all departments.

    Builds various systems and tools with Unreal BPs, as well as works with engineering and the rest of the TA team to build large scale multidisciplinary features such as weather, time of day, material pipeline ect.

    Leads efforts in pipeline, tool, and inter-team communications improvements.

    Works directly with Product owners, Production, directors, and team leads to scope long and short term features, processes, and individual goals.

  • Lead Lighting Artist at 31st Union (2k games)
    San Mateo, United States of America
    February 2022 - Present

  • Senior Lighting and Render Artist- DOTS Spotlight at Unity TEchnologies
    Los Angeles, United States of America
    January 2020 - Present

    Myself and the rest of the DOTS Spotlight team work with directly with an established AAA Client on their game and our tools to make awesome games and improve Unity tools for the public. I deal with visuals and all the things in terms of the pixels on screen.

  • Technical Artist - DOTS Spotlight at Unity Technologies
    Los Angeles
    May 2020 - Present

  • Senior Technical Artist (Lighting and Lookdev) at Riot Games
    Los Angeles
    October 2019 - Present

    Working across multiple games, teams, projects, and initiatives to push Riots Games' visual targets to become industry leaders and improve technology and workflows.

    -Works to establish, improve, and implement modern and future focused pipelines, tools, and methodologies across several projects at a time.

    -Working on a team tasked to begin moving all Riot Games art and tech pipelines into PBR workflows.

    -Improves existing workflows, tools, and standard practices on projects currently working in physically based lighting models.

    -Set up lighting, look dev, material value and color grading standards on multiple projects and departments.

    -Create tools and shaders in node based editors in order to better to hit visual targets, improve consistency, reduce turn around time, and increase flexibility for less technical users.

    -Innovating new methods of working within existing constraints in order to achieve marked improvements in visuals and workflows.

    -Creating and testing out ideas before implementing or presenting to stakeholders.

    -Training and mentoring other team members.

    -Documenting tools, pipelines, and techniques I develop or use.

    -Work with specific developers, teams, and stakeholders to identify current issues, implement solutions, and plan for future needs.

    -Light, render, color, and build materials across projects.

  • Lighting Artist at Respawn Entertainment
    Los Angeles , United States of America
    June 2018 - September 2019

    Lighting, pipeline, and Lookdev on Star Wars: Jedi Fallen Order

    -Worked alongside Senior Lighting Artist to convert game lighting, camera, and VFX into photometric ranges

    -Responsible for managing the lighting, look, and material quality across several massive planetary areas.

    -Pipelined and executed the seamless interplanetary ship travel in order to prevent ship interior rendering from being incorrectly affected by exterior level streaming. After completing technical execution, I trained and transferred final lighting and polish over to new lighter. Continued providing feed back and input on solving any new technical issues.

    -Created blueprint tools and/ or pioneered techniques for improving workflow and achieving target render goals while staying with in budgetary and performance limitations. Additionally worked with Senior Lighting artist to debug and demonstrate rendering issues within Unreal's out of the box renderer.

    -Trained new lighters in pipeline, workflow, and provided art feedback.

    -Worked to define color grading standards to achieve consistent look across game.

  • Lighting Artist at Insomniac Games
    Durham, NC, United States
    June 2016 - Present

    I am responsible for all lighting related production at Insomniac Games North Carolina Studio. I also work in tandem with Tools Engineers and the Burbank Studio Lighting Artists to further develop and improve lighting, rendering and skybox tools.

  • Lighting Artist at Turn 10 Studios (via Brillio LLC)
    Redmond , United States of America
    March 2015 - September 2015

    Uses proprietary and industry leading tools to bring to life real world environments and vehicles through the execution of photo realistic lighting, game-play sensibilities and lighting composition. Responsible for all visual aspects of lighting for owned tracks including cube map and reflection appearance, light performance balance, light map generation and trouble shooting, light related bug resolution, and coordination between track leads and Lighting Supervisor.

  • 3d Environment Artist/ Unreal Development Lead at Callison Architecture
    Seattle, United States of America
    August 2014 - March 2015

    Responsible for art direction, pipeline development, and evolution of Callison Seattle's in house architectural visualization department. These responsibilities cover both real time visualization in Unreal 4 as well as more traditional methods such as still renders, paint overs, and animations. Works with designers to determine the best solution to specific needs such as quality level, interactivity, and time frame. Updates firm about emerging computer graphics technologies and lead the research, development, and integration of such technologies. Currently functions as Callison Architecture's contact with Epic Games' Unreal Engine development team. Works with contacts at Epic to provide feedback from an architectural visualization perspective, as well using advice from engine developers to improve our UE4 pipeline. Leads the process of finding new talent through creating job postings, screening applicant portfolios and resume review, interviewing potential candidates, creating and reviewing art tests, and hiring.

  • Game Art Generalist at Megatouch/AMI Entertainment Network
    Philadelphia, United States of America
    December 2010 - March 2013

    Responsible for conceptualizing the overall design language of assigned game after receiving design docs from art director and lead game designer. Worked with partnered programmers to build, organize, and animate game inside the Unity 3d game engine. Worked and shipped projects for iOS and proprietary windows based hardware with deadlines varying from 1 to 4 months.

  • Junior Product Designer and Digital Sculptor at Taphandles LLC
    Seattle, United States of America
    March 2013 - December 2013

    Designed products for the beer industry including custom taphandles, sculpture, and other promotional products, materials and graphics. Responsible for the RND and integration of digital sculpting and 3d printing into design and production pipelines, as well as training other designers in these skills. Worked closely with sales, customer relations, and production design departments to realize clients' vision and further develop their branding goals.