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

Highlights