Isaac Oster
Isaac Oster
Senior Technical Artist - Epic Games
Austin, Tx, United States

Resume PDF

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Skills

Hard Surface ModelingPython ScriptingGame DevelopmentLevel Designblueprintsunrealeditor utilities

Software proficiency

ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Fusion 360
Fusion 360
Maya
Maya
Python
Python
3ds Max
3ds Max
Photoshop
Photoshop
Keyshot
Keyshot
Marvelous Designer
Marvelous Designer
Unreal Engine
Unreal Engine

Reel

Productions

    • Video Game
      Astropulse: Reincarnation
    • Year
      2023
    • Role
      Senior Technical Artist
    • Company
      Imagendary Studios
    • Video Game
      Tales From the Galaxy's Edge - Last Call
    • Year
      2021
    • Role
      Senior Technical Artist
    • Company
      ILMxLAB
    • Video Game
      Demon's Souls
    • Year
      2020
    • Role
      Character + Technical Artist
    • Company
      Bluepoint Games
    • Video Game
      World of Tanks: Stop Leviathan
    • Year
      2017
    • Role
      Senior Character Artist
    • Company
      Certain Affinity
    • Video Game
      Call of Duty: Modern Warfare Remastered
    • Year
      2016
    • Role
      Senior Character Artist
    • Company
      Certain Affinity
    • Video Game
      Doom
    • Year
      2016
    • Role
      Senior Character Artist
    • Company
      Certain Affinity
    • Video Game
      Halo: The Master Chief Collection
    • Year
      2014
    • Role
      Character Artist
    • Company
      Certain Affinity
    • Video Game
      Batman: Arkham Origins
    • Year
      2013
    • Role
      Contract Character Artist
    • Company
      Liquid Development
    • Video Game
      Star Wars: The Old Republic
    • Year
      2011
    • Role
      Environment Artist (2008 - 2010) and Character Artist (2010 - 2012)
    • Company
      EA Bioware

Experience

  • Lead Technical Artist at Jackalyptic
    Austin, Tx, US
    June 2023 - Present

    I am responsible for managing a talented team of technical artists with specializations in materials, VFX, UI, Animation, tools development, and performance and optimization. I also handle cross-team coordination, planning and scheduling, and a significant amount of IC work. This work is detailed in my resume.

  • Senior Technical Artist at Imagendary
    Irvine, Ca (Remote), US
    June 2022 - June 2023

    Using Blueprints, Python, and PyQt, I built tools to address a variety of challenges related to game development and cinematic work using UE5. These tools include a Maya-based Unreal playblast pipeline, where animators were able to automatically render playblasts in Unreal directly from Maya. I set up a variety of realtime VFX and UI components using blueprint driven material and Niagara systems. I built a procedural nested level sequence generator to stub in level sequences assets for each new shot. I also built tools to automatically set up materials and stub in textures for newly imported fbx assets, and tools to evaluate assets with Maya to identify and resolve issues like non manifold geometry, overlapping UVs, UDIM violations, alembic requirements, and more.

  • Senior Technical Artist at ILMxLab
    San Fransico (Remote), US
    January 2021 - June 2022

    I specialized in building python tools to analyze project data, optimize pipelines for artists and designers, create visual effects with materials and Blueprints, and identify solutions for performance issues.

  • Senior Character + Technical Artist at Blue Point Games
    Austin
    January 2019 - December 2021