Dublin, County Dublin, Ireland
When I started making games over twenty years ago, the role of Tech Art did not exist. My first jobs were those of artists who conveniently didn't really make much art. Then the industry started catching up to the needs of technology and Tech Art was born. I became a rigger. I grew up through Tech Art in the path of Character Tech Artist. As I've progressed in my career, I've broadened my scope. My team’s now own character, look dev, procedural generation, content tools, and VFX, as well as all the traditional pillars of Tech Art. We believe in supporting all content creators, not just artists. As such, we build bridges between production, engineering, art, and design. While this broadened scope has its unexpected problems, it's a really exciting challenge. It also provides a very holistic view of content creation and game development. I believe this is how Tech Art should function.
Supported multiple projects during their multiple incubation phases. Acting Lead Technical Artist for one specific unannounced project.
I was the first Tech Artist on the team. Helped design and set up version 1 of all art pipelines. Helped grow the team and the discipline for Diablo 4.
I created a rigging tool to create different types of characters in a speedy and efficient way. I also created tools for the animation team.
I provided generalist support to all disciplines. Working closely with the project leads and directly with the teams, I developed both temporary and long term pipeline solutions. Additionally, I provided training and support to users. Responsibilities Include: * Provision of sample data & Interfaces * Rapid development of Short Term solutions * Assistance with long term pipeline solutions * Creation of training materials.