• Far Cry 6
    • Asset management, validating, debugging, and optimization
    • Art tools creation and maintenance to help the artists speed up their workflow
    • Texel density, physics collision generation and checking.
  • XDefiant
    • Helped port some assets from previous Far Cry games for use in the maps
    • Wrote tools to assist the task, recreating/assembling prefab kits from the game into 3dsMax and collecting the necessary texture files.
    • Some work with the foliage and grass
  • Unannounced Project:
    • Collecting asset resources based on various criteria and processing them for some task
    • Automated level population for props, sorted by filters (i.e. all gameplay here, trees there).
    • Created a system to automate taking a current picture of various props based on filter criteria, and uploading the picture to JIRA. Useful for art directors to view the current status of the prop from a web browser.
    • Character exporting tool in Maya, syncs with the editor to automate some tasks on either side to ease artist work of repetitive tasks (enforces a naming convention, duplicates a character template, exports and re-targets to the new resources within the character asset within the editor).
    • Asset validation checks, warning for invalid criteria based on project requirements.

  • Unity3D development and tools
  • Various visualizers for architecture and retail
  • Tools support to speed up development
  • HomeDepot.com Garage Designer
  • Unity3D 2014 Best VizSim award for our Minto Longbranch application.
  • Google Project Tango
  • Artist support, easing the workflow from 3D Studio Max to Unity and streamlining the art pipeline.

  • Saints Row the Third
    • Managed the vehicle art pipeline, maintaining, and creating numerous tools to help the vehicle artists: the vehicle shader library, batch adjust colours, a LOD and grime painting tools.
    • Created a helper creation tool to speed up creation of helper components for a vehicle.
    • Collaborated with the other tech artists to create a unified asset checker
    • Wrote various support tools in Python to be used by the environment artists within the CTG World Editor:
      • Created a scene exporter that directly exports a building group from the original asset files to 3D Studio Max for optimization.
      • Updated the “Note” object to support multiple email addresses, external emails, and sending an email to a specific person.
      • Added dockable selection and display filter panels for easier scene management by the artists.
      • Enhanced the display filter to also disable lights (revert to default lighting) in the world to speed up the rendering of large scenes.
      • Updated various objects in the world editor to display additional information such as the joint constraints of hinge helpers between objects.
      • Developed a global unified help system for the project, allowing artists to maintain their collaborative documentation without assistance.
      • Added a help panel to the CTG Editor that provides context sensitive help directly from the help system in real time.
      • Updated various tools in 3D Studio Max to also link directly to any relevant information in the help system.
      • Managed a command reference tool written in Python. It allowed a user to submit commands directly to the consoles without having to remember and type to the command line.

  • Dragon Age: Origins, Awakening
    • Streamlined portions of the exporting process (Created a one button export tool). This allowed artists to rapidly test their assets in-game and iterate over it, before applying custom settings.
    • Updated the exporting system to target assets for the main game or DLC.
    • Remapped The Fade lightmaps as the automated system
  • Revolver
    • Investigated multiple methods of streaming, LODs, materials, level design for an open world design.
  • Mass Effect 1
    • Investigated, identified and resolved problems with porting the game for the three platforms (PC, Xbox360 and PS3).
    • Initiated a GUI-based, unified script repository to collect, categorize and have a common distribute point for all the MAXscript tools in the company. Interface customizes itself based on the artist’s role, so they only see tools relevant to the task at hand.
    • Would often initiate tests of the various engines to find out their limits or behaviour in various scenarios to better understand the engine (i.e. set up a test to discover the behaviour and performance impact of skeletal meshes of varying polycounts, vertex counts, bone amount and weights).
    • Generated collision for the majority of the Mass Effect 1’s levels, wrote a collision management tool in MaxScript to help speed up creation and testing of it.
  • Neverwinter Nights1 (DLC, patches, contract 2003-2005)
    • Various art content:
      • Tilesets
      • Creatures (horses, seagull)
      • Equipment
    • Added a way to override animations to allow for mounts (i.e. rideable horses)
    • Premium Modules (DLC):
      • Pirates of the Sword Coast
      • Infinite Dungeons
      • WyvernCrown of Cormyr
  1. Link goes to the Beamdog page, the current maintainers of the game. ↩︎

Technical Artist, Ubisoft Toronto

May 2017 – Present

Far Cry 6 Expand

Official Page

Duties:

  • Manage and maintain the Object Bank export pipeline
  • Writing various tools in MaxScript and Python
    • Tools to help speed up artist workflow
    • Utilities to process the game data for information (memory, query how many props have this property set, etc.)
  • Integrated an asset checking system to find and resolve problems prior to export.
  • Miscellaneous optimization and debugging tasks.
  • Training and coordination with partner studios.

Technical Artist, NVYVE Inc.

July 2013 – May 2017

Project Tango Expand

Car Visualizer

Home Depot Garage Designer Expand Architecture Visualization Expand Multitude of architectural, real estate, and retail product visualizers
Project Tango development
Unity3D Editor enhancements
Art pipeline improvements
Backend software library development

Minto Longbranch Interactive Application

Technical Artist, Volition Inc.

July 2010 – March 2011

Saints Row The Third Expand
  • Managed the vehicle art pipeline, as well as maintained and created numerous tools to help the vehicle artists.
  • Collaborated with the other tech artists to create a unified asset checker.
  • Wrote various environment art support tools in Python.
  • Developed a global unified help system in both the toolset and Max.

Technical Artist, Bioware/EA

October 2005 – February 2010

Dragon Age: Origins Expand
  • Investigated and resolved problems with developing the game for its target platforms.
  • Maintained the art asset pipeline, updating it to support allowing the artist to direct which DLC packages the content gets exported to.
  • Initiated a GUI-based, unified script repository to collect, categorize and distribute all the MaxScripts in the company, along with a unified help system.
  • Model and collision mesh optimizations.
  • Simplified the export process and automated many of the boilerplate model creation tasks, allowing the artist to rapidly test their asset in-game with one button click.
  • Modeled, textured, and implemented a crystal maul and crystal staff weapon for the Dragon Age: Awakening expansion pack.
Unannounced UE3 Project Expand
  • Investigated multiple methods of streaming for an open world design, as well as how to create the environment art for it.
Mass Effect 1 Expand
  • Assisted with the area mini-map generation.
  • Generated the collision for the majority of the game and wrote a collision management tool in MaxScript to help its creation and testing.
  • Developed optimization techniques for models in a new engine (UE3) and debunked various misconceptions associated with it.
  • Assisted with level streaming (Yes, the slow elevators were partially my fault, but it could have been much worse).
Neverwinter Nights Expand
  • Pioneered the horse system as part of the module, then integrated it into the core game itself in a patch.
  • Modeling, texturing, animation, and implementation of art assets such as tilesets, weapons, props, and creatures.
  • Primarily handler for integrating DLC content from the Premium Modules into patches.
  • Set up a system to allow for open testing among the community for said patches, allowing for distributing the content, transferring only the changed files before packing them up for use. By cutting down on total file size, it allowed for a much faster update iteration cycles (especially back then when not everyone was on broadband).

3D Modeler, DLA

December 2002 – October 2005

WyvernCrown of Cormyr Expand Unofficial DragonLance Mod Expand

Network Administrator, Novator Systems Ltd.

September 1999 – February 2001

IT, web development Expand
  • Maintaining a medium-sized (80+ node) office LAN
  • IT support and helpdesk for the users in the office, employee training
  • Managing the intranet, setting up emails, computer set up
  • Administering various webservers, both development and production
  • Assisted in setting up high-traffic websites, RAID setups, backups, remote access
  • Perl programming for the network to automate some tasks, and minor programming work on behalf of some of Novator’s hosted clients (ftd.com, etc.) for systems such as website monitoring.