In my role as a Senior Staff Technical Artist, I lead the development and innovation of advanced shader techniques and workflows, pushing the boundaries of what’s possible in game art. I also teach, mentor, and guide the Surfacing team, helping them create and optimize textures and develop new shaders. My leadership ensures high standards of work and promotes continuous learning within the team. I design and implement forward-thinking workflows that not only bring innovation to our projects but are also robust and efficient, standing the test of time. My work contributes significantly to the visual fidelity and immersive experience of our games.
As a Technical Artist at Guerrilla Games, I played a pivotal role in developing and optimizing shaders, and authorizing Physically Based Rendering (PBR)-corrected textures for various departments. As a key member of an eight-person team, I spearheaded the development and implementation of tools and scripts that substantially enhanced workflow efficiency and robustness. Utilizing my proficiency in Python scripting, I introduced semi-automated processes that ensured consistency across content creation and validated numerous components of our pipelines and content.
Research and development for online projects, encompassing shader and texture development in diverse artistic styles, as well as the creation of prototyping tools to streamline workflows and enhance asset verification.
In the realm of game development, I specialize in researching, creating, optimizing, and delivering shaders. Notably, I contributed to the production of textures in a photorealistic style for Horizon Zero Dawn, which encompassed a diverse range of materials. To ensure the seamless integration of shaders across various departments, I meticulously crafted documentation that facilitated a smooth hand-off process. Furthermore, I consistently provided support (with diverse tasks) to multiple departments throughout the pre-production and polish stages.
Develop, design, and execute environment art from concept to completion for the games “Dirty Bomb” and “Gears of War Ultimate Edition.”
Provide mentorship to intermediate Zbrush users, exploring innovative workflows and developing comprehensive internal documentation for new starters and colleagues.
Develop and render high-quality environmental assets and props for AAA projects, adhering to detailed briefings (e.g., The Witcher 3).
During my tenure as an Intern Asset Artist at Killzone: Shadow Fall, my responsibilities included modeling high and low-poly assets to enhance visual fidelity during the transition from PS3 to PS4 consoles. Additionally, I developed shaders and textures that adhered to the photorealistic aesthetic of the project. Furthermore, I conducted independent research on material expressions and technical functionalities.