2024 – PRESENT
I am working as a freelance technical artist, focusing on Procedural Tools.
2022 – 2024
I was a Senior Technical Artist at Blizzard working on an Unannounced Surival Game that unfortunately got cancelled. My main area of focus was working on procedural tools in Houdini for the environment art team.
2024
Senior Technical Artist
2017 – 2022
I was Lead technical Artist on Blood Hunt and managed a team of 5 tech artists which included VFX and Character Tech Art. On Exoborne, I was leading the procedural world building team where we used Houdini to do world generation.
2017
Lead Technical Artist
2013 – 2017
I joined DICE in 2013 as a Technical Artist working on Battlefield 4. My main tasks were related to optimizing the game. I worked on:
- Shader Optimizations
- Performance Debugging
- Memory Debugging
- Tool development
- Pipeline development
- Directing artists on what work needed to be done to improve performance
- Setting up meetings and educating artists about common performance problems
- Mentoring junior Technical Artists.
2013
Technical Artist
2010 – 2013
I worked on 3D Environment and Props on Payday 1 & 2 and Character Art on Brothers: A Tale of Two Sons
2010
3D Artist