resume
- Far Cry 6
- Asset management, validating, debugging, and optimization
- Art tools creation and maintenance to help the artists speed up their workflow
- Texel density, physics collision generation and checking.
- XDefiant
- Helped port some assets from previous Far Cry games for use in the maps
- Wrote tools to assist the task, recreating/assembling prefab kits from the game into 3dsMax and collecting the necessary texture files.
- Some work with the foliage and grass
- Unannounced Project:
- Collecting asset resources based on various criteria and processing them for some task
- Automated level population for props, sorted by filters (i.e. all gameplay here, trees there).
- Created a system to automate taking a current picture of various props based on filter criteria, and uploading the picture to JIRA. Useful for art directors to view the current status of the prop from a web browser.
- Character exporting tool in Maya, syncs with the editor to automate some tasks on either side to ease artist work of repetitive tasks (enforces a naming convention, duplicates a character template, exports and re-targets to the new resources within the character asset within the editor).
- Asset validation checks, warning for invalid criteria based on project requirements.
- Unity3D development and tools
- Various visualizers for architecture and retail
- Tools support to speed up development
- HomeDepot.com Garage Designer
- Unity3D 2014 Best VizSim award for our Minto Longbranch application.
- Google Project Tango
- Artist support, easing the workflow from 3D Studio Max to Unity and streamlining the art pipeline.
- Saints Row the Third
- Managed the vehicle art pipeline, maintaining, and creating numerous tools to help the vehicle artists: the vehicle shader library, batch adjust colours, a LOD and grime painting tools.
- Created a helper creation tool to speed up creation of helper components for a vehicle.
- Collaborated with the other tech artists to create a unified asset checker
- Wrote various support tools in Python to be used by the environment artists within the CTG World Editor
- Created a scene exporter that directly exports a building group from the original asset files to 3D Studio Max for optimization.
- Updated the “Note” object to support multiple email addresses, external emails, and sending an email to a specific person.
- Added dockable selection and display filter panels for easier scene management by the artists. – Enhanced the display filter to also disable lights (revert to default lighting) in the world to speed up the rendering of large scenes.
- Updated various objects in the world editor to display additional information such as the joint constraints of hinge helpers between objects.
- Developed a global unified help system for the project, allowing artists to maintain their collaborative documentation without assistance.
- Added a help panel to the editor that provides context sensitive help directly from the help system in real time.
- Updated various tools in 3D Studio Max to also link directly to any relevant information in the help system.
- Managed a command reference tool written in Python. It allowed a user to submit commands directly to the consoles without having to remember and type to the command line.
- Dragon Age: Origins, Awakening
- Streamlined portions of the exporting process (Created a one button export tool). This allowed artists to rapidly test their assets in-game and iterate over it, before applying custom settings.
- Updated the exporting system to target assets for the main game or DLC.
- Remapped The Fade lightmaps as the automated system
- Revolver
- Investigated multiple methods of streaming, LODs, materials, level design for an open world design.
- Mass Effect 1
- Investigated, identified and resolved problems with porting the game for the three platforms (PC, Xbox360 and PS3).
- Initiated a GUI-based, unified script repository to collect, categorize and have a common distribute point for all the MAXscript tools in the company. Interface customizes itself based on the artist’s role, so they only see tools relevant to the task at hand.
- Would often initiate tests of the various engines to find out their limits or behaviour in various scenarios to better understand the engine (i.e. set up a test to discover the behaviour and performance impact of skeletal meshes of varying polycounts, vertex counts, bone amount and weights).
- Generated collision for the majority of the Mass Effect 1’s levels, wrote a collision management tool in MaxScript to help speed up creation and testing of it.