Make Art
• Directed the creative department’s end-to-end processes within JIRA, effectively
managing multiple projects simultaneously with unique timelines and deliverables.
• Led a team of five artists, ensuring work met specifications and providing guidance
through the review process. Fostered a collaborative environment that provided
continuous avenues for learning and skill development.
• Created and maintained an extensive library of custom shaders, tools, and prefabs,
enabling the rapid creation of environments and scene elements.
• Designed a comprehensive production pipeline for VR / Mobile platforms,
creating an efficient management of assets across multiple Unity projects.
• Crafted high-quality 3D models and textures for use in Unity, including realistic
recreations of client specific machinery and locations for use in training modules.
• Researched industry competitors and pioneering technologies to expand our
knowledge base and drive meaningful improvements to enhance project outcomes.
• Leveraged in-depth knowledge of game design principles and player behavior to
develop impactful VR training programs, leading to a significant increase in student
knowledge retention.
• Developed detailed height maps utilizing 3DS Max and Nuke to facilitate high-quality stereoscopic conversions.
• Reconstructed camera movements and character animations through a combination of traditional animation methods and advanced tracking techniques in Nuke.
• Created low-poly models in ZBrush and 3DS Max, derived from high-resolution scans of actors and costume components.
• Employed a variety of cleanplating and image processing techniques to address and fix visual artifacts introduced during the conversion process.
• Developed custom height maps for use in the 3D conversion process, utilizing Nuke and internal proprietary tools.
• Consistently addressed and implemented feedback from clients and executives, achieving quick and accurate turnarounds on adjustments.
• Effectively managed multiple shots with tight ETAs, ensuring timely completion of production goals while maintaining high-quality standards.
• Led the training of junior artists by designing a comprehensive toolkit that established standardized workflows and best practices, fostering skill development and team efficiency.
• Developed quality models, textures, and animations for prototype scenes in Unity and Xbox Kinect environments, contributing to immersive user experiences.
• Managed final exports and deliverables into build, proactively identifying and resolving visual and performance bugs to ensure optimal game functionality and user satisfaction.
• Actively contributed to client-level SCRUM sessions, collaborating with designers and tech teams to refine the final product and enhance overall project alignment.
“Chris has proven to be an excellent asset to our organization, and is exceptionally intelligent. His assignments were well executed, well supported, organized, and prompt. Chris is a vibrant thinker and would be an excellent asset to any organization.”
- Edmund Nelson, President, Kaizen Fitness.
• Worked in conjunction with Kaizen, fashioning concept designs and models for a tension device, with practical use in physiotherapy and general fitness.
• Handled iterations of model assets from a precise design document. Ensuring consistent measurement, motion range, and fit throughout several complex parts, and variations.
• Authored file exports, and high resolution renders for use in internal tech documentation, and generation of promotional materials.
• Responsible for maintaining primary asset files throughout the design process. Consulted on vital changes, implementing adjustments across multiple models in a clean and organized manner.
• Facilitated weekly meets to assess progress, focused on a long-term deadline. Actively advised on logistics and team strategies to ensure consistency within a given time frame.