resume

    Ubisoft Toronto (May 2017 – Nov 2025)

    • 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.

    NVYVE (Jul 2013 – May 2017)

    • 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.

    Volition Inc. (Jul 2010 – Mar 2011)

    • 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.

    Bioware/EA (Oct 2005 – Feb 2010)

    • 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.