[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 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 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. Page 1 of 2 [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) 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 Page 2 of 2
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