Self-taught Asset & Lighting Artist - I also enjoy making node-based shaders, a bit of C/C#, and generally solving problems. Senior Lighting Artist @ Ubisoft.
[AVATAR: FRONTIERS OF PANDORA - SECRETS OF THE SPIRES DLC]
> Environment Lighting, plus feedback & optimisation of existing Lighting passes
> Scripted Lighting sequences for dramatic gameplay beats
> Lighting Asset setups
[ASSASSIN'S CREED NEXUS VR]
> Environment Lighting, setup of volumes & probes to support custom character rendering pipeline
> Setup of Lighting Fixture Prefabs
> Creation of Animus skybox texture & tweaking of textures to get the best results from Animus enemies in the final mission
[TOM CLANCY'S THE DIVISION 2 - CLASSIFIED ASSIGNMENTS & EXPEDITIONS]
> Environment Lighting & Lighting scripting
> Creation & in-engine setup of bespoke Lighting Assets
[TOM CLANCY'S THE DIVISION 2 & DLC]
> Lighting of various areas
> Optimisation of Lighting inherited from other Lighting Artists, creation & optimisation of Lighting Assets
> AAA-quality asset creation, preparing assets for outsource, optimisation of props
> Training junior artists up to intermediate level
[TOM CLANCY'S THE DIVISION - UNDERGROUND DLC]
> Creating Hero Props, such as the Jamming Device, (inc. models and textures) to AAA quality standards
> Researching and implementing a HP/Damage system for the gameplay modifiers
> Creating Dressing Props
> Setting up re-usable gameplay elements - e.g. damaging fires, virus-contaminated prop clusters
> Initial 50% Dressing, Lighting, and Asset Creation for the special Incinerator Room
[TOM CLANCY'S THE DIVISION]
> Creating generic props (inc. models and textures) to AAA quality standards
> Reviewing Outsourced assets
> Modifying or kitbashing existing assets
> Mission-specific asset creation
> Final level dressing pass on the Rooftom Comm Relay Mission, to make the spaces comply with Art Direction, and to achieve quality while optimising at the same time
> Level dressing, VFX optimisation, Lighting optimisation passes on Mission areas to support other artists
Experienced in:
> Open world lighting & postprocessing setup
> C# scripting (Unity)
> Face-to-face teaching of, and preparing training materials for, interns and new 3D artists
> Creating high-quality low and high-poly assets for AAA, with quick turnaround times
> Creating bespoke level architecture for AAA
> AAA PBR texture creation
> Manual LOD creation, LOD bugfixing
> Creating modular building kits
> Applying/setting up node-based shaders (UE4, Unity, Snowdrop)
> Node-based gameplay scripting and interactive prop setup (Snowdrop)
> Kitbashing new props or variations of existing assets with very short iteration times
> Making sure assets work well with navmesh, allowing for player/NPC navigation
> Optimisation of assets in terms of triangle count, texture budgets, draw calls, etc
> Optimisation of environments in terms of streaming costs, VFX, and lighting to achieve stable FPS on consoles
> Setting up props for Destruction, using our in-house tools (Snowdrop)
> Prodedural in-engine animation (Snowdrop, Unity)
> Whiteboxing, briefing, and providing artistic/technical feedback for outsourcing
> Lighting environments - baked or realtime - and optimising Lighting setups