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.
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.
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.