Technical Artist

Making art perform better


Resume / Contact Info
SamDeiter@gmail.com

OBJECTIVE: A Technical Artist position with a company seeking a highly motivated self starter with the ability to solve complex problems combined with a strong work ethic and a proven track record of completing assigned tasks within defined schedules to effectively contribute to the product and team goals.

Willing to relocate if necessary

SKILLS:

Software:

      Unreal Ed 2.0 to 3.5

      BEAST Lighting system

      Autodesk 3DS Max 7.0 to 2010

      Adobe Photoshop, 7.0 to CS 3

      Pixologic ZBrush

      Test Track Pro

      Perforce

      Speed Tree CAD 4.1

Programming / Scripting:

      U-Script

      Kismet

      Max Script

 

 

 

 

 

 

 

 

 

 

 

 

 






Acony Games: Parabellum                                                                                                           05/10 to Present

Senior Technical Artist

  • Analyzed and documented the current manner in which the game content was setup and made recommendations on improvements to the art pipeline and Unreal assets setup.
  • Worked closely with the programmers while implementing Scale Forum GFX and other new Unreal Technologies in the existing pipeline.
  • Redeveloped the current parent material system to be more streamlined and use less shader instructions.
  • Debugged and optimized both the levels and art using Windows PIX, NVIDIA Perf HUD, and Intel’s GPA Analyzers.
  • Developed 3Ds Max scripts to aid artists in faster content creation when dealing with creating collision and Light Map UVW’s.
  • Created and or tweaked 3D assets and their textures as needed to make the levels look in line with the current vision of the game.

Fire Sky: Star Gate Stargate Resistance                                                                                       07/09 to 04/10

Senior Technical Artist

  • Implemented Unreal’s new Global Illumination system, Lightmass, into the art pipeline.
  • Setup and deployed Unreal’s SWARM network rendering management system.
  • Developed a parent material instance system to speed up the work flow of the artist.
  • Implemented many of Unreal’s cutting edge level effects that include dynamic cloth and water simulations as well as the use of dominance lights for field distance shadows.
  • Debugged and optimized the levels and art using both Windows PIX and NVIDIA Perf HUD.
  • Helped customers post launch with a range of technical issues from the game to starting to how to up date drivers.

Fire Sky: Star Gate Worlds MMO                                                                                                    08/07 to 07/09

Technical Artist

  • Was promoted from a tech intern to full time technical artist after internship was completed.
  • Tested the weekly game builds to ensure that the art department’s tools were in working order. 
  • Helped to create, implement, track and responsible for maintaining the character asset pipeline.
  • Imported, packaged, linked and tested all weapons, MOB’s, NPC's, and the entire collection of player armor. 
  • Wrote detailed tutorials that explained the correct use of the in-house character tools within Unreal.
  • Designed many of the tools used for character creation in both the Unreal Ed and the live version of the game.

N.E.R.D.S.: Atari 2600 Title                                                                                                              03/07 – 07/07

Designer/Programmer/Artist

  • Completed commissioned project within the strict 5 month deadline, overcoming many challenges that are prevalent when dealing with older technologies and little available support.
  • Created and designed the art and the code to fit within a 5KB maximum size parameter.
  • Delivered the game on time for the release at the 2007 Retro Gaming Expo in Las Vegas.

EDUCATION:

Bachelor of Arts Degree in Game Design, Collins College, Tempe, AZ                                             02/04 – 07/06

  • Received Bachelor’s of Arts degree in Video Game Design, with a primary focus on technical art and game scripting.
  • Helped to establish the first Game Design student tutoring program that involved students helping other students with their projects.

HONORS AND ACHIEVEMENTS:

  • Received the Collins College Alumni Award (2007) presented to the alumni that accomplishes outstanding work after graduation.
  • Invited back to Guest lecturer on video game design at Collins College talking to new classes about what it takes to make games.
  • Work is featured in Collins College advertisements and on their website.

 

References are provided upon request.

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