Working as an Art Integrator at Ubisoft San Francisco since October 2020.
• Responsible for the intake, sorting, and integration of daily character deliveries from outsource vendors.
• Ensured naming conventions and folder structure were correct for assets.
• Ensured the delivered character’s geo aligned with the proper skeletons.
• Worked closely with Character Artists and Tech Artists to ensure that the character assets met with project specifications.
• Escalated issues with assets to reviewers, leads, and producers.
• Prepped and exported static and rigged character geo for use in the engine.
• Exported textures and verified that the channels were set up correctly for use with the proper shaders.
• Imported character assets into the engine.
• Set up static and rigged character graphs with the needed geo, shaders, and textures.
• Created Snowdrop container files so the character can be usable in-game.
• Checked peers’ work to ensure accuracy prior to submission of assets.
• Trained the character team on the necessary changes to the integration pipeline and setup in the engine.
• Integration, asset management, and general engine support for the Character Artists and Riggers.
• Worked closely with Tech Artists and Engineers to test character pipeline processes and tools and provided feedback for improvements.
• Fixed character related bugs.
• General sweeps through characters in the engine to ensure quality and consistency between base characters and their variants.
• Research and development on possible ways to easily create character mastery variants.
• Created and updated character Confluence pages.
• Helped manage the storage of delivered art assets.
• Helped with weapon integration when needed.
Previously worked on Spyro Reignited Trilogy with Toys For Bob, as well as several titles with Telltale Games. Responsibilities varied from project to project but included:
• Sculpted small background characters
• Sculpted and textured damage states for characters
• Created low-poly meshes and UVs
• Baked necessary maps from high to low-poly meshes
• Adjusted low-poly meshes according to character lead and rigging specifications
• Connected shaders with proper maps to meshes
• Painted textures for characters
• Exported characters into the engine
• Fixed character art related bugs
• Updated characters reference pages
• Created proxy models for unannounced game