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