Alexis Meade

Head of Creative Development @ 2K-SDS

Dublin, County Dublin, Ireland

About

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.

Experience

  • 2K (Hybrid)
    • Head of Creative Development @ 2K Shared Development Studios
      Aug 2025 - Present · 1 yr

    • Head of Tech Art / Director of Technical Art @ 2K Shared Development Studios
      Oct 2023 - Aug 2025 · 1 yr 11 mos

  • Technical Art Director at Vela Games
    Apr 2022 - Oct 2023 · 1 yr 7 mos

  • Blizzard Entertainment (12 yrs 8 mos)
    • Principal/Lead Technical Artist - Unannounced
      May 2021 - May 2022 · 1 yr 1 mo

    • Sr. Technical Artist II/Acting Lead Technical Artist - Incubation / Unannounced
      Jun 2018 - May 2021 · 3 yrs

      Supported multiple projects during their multiple incubation phases. Acting Lead Technical Artist for one specific unannounced project.

    • Sr. Technical Artist - Diablo 4
      Jan 2017 - Jun 2018 · 1 yr 6 mos

      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.

  • Tech Artist at Ready At Dawn Studios
    Jan 2009 - Oct 2009 · 10 mos

    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.

  • Character TD at Sega Studios San Francisco
    Sep 2006 - Dec 2008 · 2 yrs 4 mos

    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.