Monday, December 1, 2014

Unannounced Project

Lead Technical Artist, Wargaming Seattle

As the Lead Technical Artist, I direct a small, multi-national team of tech artists as part of the engineering department. I am one of the primary drivers of graphics development and improvements for Wargaming Seattle's internal game engine. In addition, I handle many of the day-to-day technical art duties, as well as a large part of the communication between art and engineering.

In particular, some of my primary focuses have been upgrading the game engine to Physically Based Rendering (physically based shading & lighting, photometric units and metering, HDRI light probes & cubemaps, etc.) as well as helping define the next generation pipelines, workflows and best practices needed for current AAA projects. This includes researching and developing the studio’s photogrammetry, 3d scanning and material acquisition workflows & techniques. I am also the primary in-house HLSL shader developer.