MULTIPLAYER GAME AT SHARKMOB
Lead Technical Artist
I am currently working on a multiplayer game at Sharkmob. I can’t go in to the specifics of that project yet.
STAR WARS BATTLEFRONT II
Senior Technical Artist
I was part of the Tech Art team on Battlefront II. Together with the art department we created a beautiful and performant game.
- Mentoring junior Technical Artists.
- 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
STAR WARS BATTLEFRONT DLC
Technical Art Director
I was the sole person on the DLC team responsible for performance. Together with the Art Director we made sure that the Art Department created well performing and beautiful maps. It was 4 DLC’s with 4 maps in each pack. I was also part of the leadership team for this projecting and influenced the direction of the game to improve performance. Tasks included:
- 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
- Supporting the Art Director with his vision for the game
STAR WARS BATTLEFRONT
Technical Artist
Together with the Technical Art Director, we were the only Technical Artists on the project. We were responsible for making sure the game was performant on current gen consoles. My main responsibility was memory as well as performance. Tasks included:
- Shader Optimizations
- Performance Debugging
- Memory Debugging
- Tool development
- Pipeline development
- Directing artists on what work needed to be done to improve performance
BATTLEFIELD HARDLINE
Technical Art Director
I was the Technical Art Director for the levels that DICE developed for this game. We were responsible for 4 multiplayer maps and I was in charge of making sure they were optimized.
- Shader Optimizations
- Performance Debugging
- Memory Debugging
- Tool development
- Pipeline development
- Directing artists on what work needed to be done to improve performance
BATTLEFIELD 4
Technical Artist
Worked mainly on optimizing the game for current gen consoles. Work included:
- Shader Optimizations
- Performance Debugging
- Memory Debugging
- Tool development
- Pipeline development
PAYDAY 2
3D Artist
Worked on props and environment for Payday 2
BROTHERS: A TALE OF TWO SONS
Character Artist
Worked on character art for this game
PAYDAY: THE HEIST
3D Artist
Did props/environments for PAYDAY: THE HEIST. Also worked on NPC characters for the game.