Word - Austin Adams

[email protected]
(806)928-9878
www.AustinDAdams.com
Technical Game Artist
Skills
Tools
 HLSL & Node-based shader editing
 MAXScript
 Python
 UnrealScript
 Visual Effects (including particle systems)
 Unreal Kismet
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3D Studio Max
Maya
Adobe Photoshop CS6
Microsoft PIX
Sony GPAD
Intel GPA
Engines/Editors
 Unreal Development Kit
 Crytek Sand Box editor
Game Experience
Adhesive Games - Hawken
Over thirty-person team
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2012-2013
Sole technical art team member.
After my arrival, I was responsible for creating and maintaining all shaders (excluding vfx),
including the highly customizable “Uber Mech” shader.
Established a successful workflow for taking demo maps never meant for release into a fully
optimized, playable state for low end computers.
Worked with artists and designers to establish a successful level creation pipeline for new maps.
(One map went from paper design to “Ship Ready” in 1.5 months).
Created, enforced, and helped achieve GPU and memory budgets for all levels and assets. On
average I was able to save over 50% of gpu performance costs on every map.
Responsible for all rag doll assets.
In addition to managing all art creation, I was also a key game design contributor to the “Fire
Fighter” Mech.
The only art member on the small VR-Tutorial team. I created “VR” shaders and also created the system that would
“fade” in all the art assets.
Timegate Studios - Aliens Colonial Marines
Over sixty-person team
2011-2012
 Identified content related performance bottlenecks through direct GPU captures and data mining.
 Worked with artists and designers to optimize level creation for performance and efficiency.
 Headed the “Validator Task Force”, which in coordination with the tools team, developed rules for creating and using
content efficiently and optimally. This also included enforcing naming conventions, directory structure, and general
asset management.
 Maintained all master shaders, including the customizable “Red Shirt Marine” shader.
 Worked with programmers to create and implement script driven shaders.
 Created instanced kismet rig that drives all the lightning effects in the levels.
 In addition to creating all ragdoll assets, I also visually balanced the Death System. This involved creating the proper
impact forces for all weapons and blending times between ragdoll physics and animations.
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[email protected]
(806)928-9878
www.AustinDAdams.com
Technical Game Artist
Timegate Studios - Section 8: Prejudice
Over sixty-person team
2010-2011
 Oversaw and worked with LDs to maintain performance and memory constraints for every map.
 Identified content related performance bottlenecks through direct GPU captures and data mining.
 Designed memory breakdown tool, which concisely and effectively reports memory issues to the
content team.
 Created expandable scripting system for automatic environmental character material switching.
 Created master shaders for many game objects including the iced arctic shaders used for weapons and
characters in the arctic maps.
 Created collision meshes for all vehicles
 Prototyped various VFX systems.
 Acted as a liaison between artists, level designers, and programmers.
Play Soldier!
Sixteen-person team (six artists, seven level designers, three programmers)
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Fall 2009
Lead Artist (Faculty Appointed)
Developed all in-game particle effects
Created all shaders responsible for the game’s signature plastic toy look and feel.
Created and managed all art packages
Worked closely with programmers, level designers, and the assistant producer to assure art assets met
game requirements and were bug-free
Created the art style guide containing the art direction, concept designs, and art pipeline
Led the art team in designing the look and complexity of all game assets while maintaining artistic
vision
Developed bi-weekly milestone schedule for the art team and assigned tasks
Assured art assets met quality and completeness standards
Education
The Guildhall at Southern Methodist University
Certificate in Interactive Technology in Digital Game Development
Specialization: Technical Art
Texas Tech University
Bachelors of Fine Arts in Studio Art
December 2009
GPA: 3.588
Class of 2007
GPA: 3.0
Related Experience
LAN Gaming Association
 Cofounder, Treasurer, and Event Planning
 Created and managed an official student computer gaming association that earned corporate
sponsorship and hosted campus-wide events for up to 60 students
2003-2005
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