Exoborne
Lead 3D Artist
Summary
On Exoborne, I worked as a Lead 3D Artist with a broad mix of artistic, technical, and leadership responsibilities. My work ranged from asset creation, material logic, and tooling to mentoring artists, pipeline development, and performance ownership.
A major part of my role was being the feature owner for World Art performance, where I was responsible for helping ensure that world content performed consistently across our target hardware. This included building workflows, benchmarks, and profiling practices for assets, actors, materials, Nanite, and Lumen, while working closely with artists and other disciplines to identify bottlenecks and improve performance in a practical and scalable way.
The performance targets I worked toward were to help the game run evenly at 60 FPS on an NVIDIA GTX 1080, 90 FPS on medium-spec hardware, and 120+ FPS on high-spec machines. That meant balancing visual quality with technical constraints, building clear benchmarking methods, and making sure world art content could scale without losing its intended look.
Alongside that, I created and improved pipelines for assets and actors, contributed a large amount of tooling for world art, supported material and shader workflows, helped with outsource management and recruitment, and spent a lot of time mentoring artists and supporting the wider team.
You can find some of the assets I made or iterated on here.
Responsibilities
- People manager
- Asset / actor pipeline creation
- JIRA pipeline and task management
- Mentoring
- World content asset modeling and texturing
- Benchmark asset creation
- Shader / material stakeholder
- Design and concept work
- Asset / actor performance benchmarking
- Blueprint / logic maintenance
- Asset / actor tooling
- Artist recruitment
- Outsource management
Highlights
- Feature owner for all World Art performance across actors and assets
- Built pipelines and benchmarks for Nanite and Lumen
- Built pipelines and benchmarks for materials
- Mentored artists across disciplines, including Level Artists
- Created a large amount of material logic and technical setup
- Built extensive tooling for World Art, including:
- Python texture atlas creator
- Python additions to the Blender add-on
- C++ draw debugger / profiler iteration
- C++ texture atlas creator
- C++ material re-parenting tools
- Blueprint-based asset and actor actions, widgets, and libraries
- Helped hire another strong artist for the team