RASHIDI INTERACTIVE
2024 – Present
I am working as a freelance technical artist, focusing on Procedural Tools. I also release my own games. Unfortunately, I can’t write about which clients I am currently working with due to NDA’s.
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RnD for a new startup game studio in Malmö Sweden on their debut title.
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Developed HDA’s for procedural Houdini setups (the networks themselves are built procedurally).
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Working on Houdini World Generation for a client
BLIZZARD
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.
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Worked with the art team to develop tools to process large amounts of assets with procedural setups
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Worked with RnD on the internally developed engine to inform the engineers of what features were needed.
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Supported and assisted other tech artists in the team with Houdini tools
SHARKMOB
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.
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Managing a team of 5 Tech Artists
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Set up and ran the Procedural Content Team at Sharkmob
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Responsible for aligning the art team with our performance and memory requirements
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Blueprint tool development for artists
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Set up a Procedural City building tools to allow artists to iterate quickly on the level
DICE
2013 – 2017
I joined DICE in 2013 as a Technical Artist working on Battlefield 4. My main tasks were related to optimizing the game. After that, I was the Technical Art Director for the Battlefield Hardline maps that we worked on at DICE. In 2014 I joined the Star Wars Battlefront team and worked on the first game, was Technical Art Director for the DLC’s and a Senior Technical Artist on Battlefront II. Here you can see what some of my responsibilities were:
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Shader Optimizations
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Performance Debugging
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Memory Debugging
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Tool development
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Pipeline development
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Directing artists on what work needed to be done to improve performance
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Setting up meetings and educating artists about common performance problems
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Mentoring junior Technical Artists.
STARBREEZE
2012 – 2013
I worked on 3D Environment and Props on Payday 2 and Character Art on Brothers: A Tale of Two Sons
OVERKILL
2010 – 2012
I was a general 3D artist on PAYDAY. Worked on Environment Art, Character Art and Props Art.