The lead technical artist and VFX artist at Hardsuit Labs. Interested in all facets of videogame development, always looking to push the storytelling potential of the medium and build cool stuff.
Created a variety of dynamic gameplay systems, shaders. and pipelines.
Dynamic gameplay systems include Dynamic surface water, rain, Gerstner ocean waves, dynamic blood and gore, breakable glass, vehicle damage, volumetric fog and smoke, and various Vampire sight/sense modes. Solely responsible for developing and maintaining the master material shaders for Post Processes, Environment, VFX, and Character art. Developed an in-house UE4 plugin and UI framework leveraging unreal's blutilities and later editor scripting to enable tech-art to rapidly prototype and deploy new tools and pipelines for various departments based on their content and process needs.
Responsible for Level Streaming set-up and structure, collaborating with other departments to stand up and roll-out that system. Also responsible for identifying memory and performance concerns and working with Environment, Engineering, and Character Art to address those needs. This includes working with both PC and console platforms.
Collaborated with Engineering and Tech Design to develop Blueprint coding standards and stand-up a project-wide Blueprint review process.
In 2019 I also took on the responsibilities of the VFX Department lead to ensure VFX hit quality and performance goals and was responsible for managing and directing remote outsourcing resources. Created a number of Houdini graphs, and simulations for generating high-quality source art rapidly. Built many of the game's VFX while leading other members of the VFX team to make up a nearly 12-month scheduling deficit without asking the VFX team to work any overtime.
Provides game development services to multiple concurrent clients while meeting tight deadlines. Wears multiple hats, identifies client needs, and fills various roles as each project requires.