Resourceful technical artist with over 7 years of professional experience, facilitating content creation for and within the Unreal Engine 4, profiling and troubleshooting performance issues using proprietary or third party software for PC/PS4.
Good aesthetic eye with the ability to prioritize and keep delivery on target, quick to embracing new tools and platforms. Hands-on experience with multiple pipelines working on various projects ranging from cinematic to game development.
Collaborating with other departments to establish best workflow practices; developing and documenting tools and procedures to optimize production and maintain the health of the overall development process. Good understanding of pipeline dependencies, able to anticipate and solve cross-dependent contingencies while striving for fast, responsive solutions.
Adept at coordinating projects and guiding team efforts; proactive and able to function with minimal input.
Multi-lingual proficiency allows me to easily integrate and communicate within multi-cultural work environments.
September 2007 - June 2011
- Graduated with Distinction
- Autodesk Student Expert
Additional endorsements with contact information are available upon request.
Senior Technical Artist @Yager Development
May 2017 - Present
Overseeing game performance on the entire world building process by solving technical implementation issues and providing support and education to the content team on F2P game 'Dreadnought' for PC/PS4.
Technical Artist @Yager Development
May 2014 - April 2017
Profiling and optimizing game performance by identifying bottlenecks and troubleshooting technical issues on F2P game 'Dreadnought' for PC/PS4.
My responsibilities included, but were not limited to, the following topics:
Character-FX TD @Walking the Dog
May 2013 - August 2013
Creating stylized cloth simulation on full-featured animation film ‘Jack et la Mécanique du Coeur’.
Produced by Virginie Silla (From Paris with Love - 2010) and Luc Besson (The Fifth Element - 1997) - Europacorp.
> Nominated for the Crystal Bear award - Berlin International Film Festival 2014.
Technical Artist @Digital Mind
December 2011 - February 2012
Surfacing; optimizing geometry and UVs; texturing; rigging for e-commerce project.
Technical Artist @3D Square - Howest
October 2011 - January 2013
3D Square is an ERDF (European Regional Development Fund) project aimed at stimulating the growth of the digital entertainment industry in Flanders and promoting the use of 3D technology in other sectors.
Character modeling; rigging; texturing; hardsurface environment modeling; compositing; particle & rigid body simulations; render wrangling; animation; mocap; prototyping UI; troubleshooting; problem solving; intern coaching.
planning work schedules and keeping delivery on target. Meeting with affiliates and external parties to review overall production progress and troubleshoot cross-dependent issues.
organizing corporate info sessions to promote the use of 3D game technology in non-gaming sectors. Representing 3D Square and Digital Arts and Entertainment curriculum at local and international conferences such as GDC Europe/ San Francisco and Barcamp Courtrai/Bruges.
hosted the game track of Multi-Mania 2012, one of the largest free Media and Entertainment conferences in Europe, with international speakers such as Art Director Daniel Dociu from Arenanet and CFO/ Producer Mihwa Chu from Feng Zhu School of Design.
organized the Autodesk Student Experts at our university college and founded the DAE-Nexus, an online forum where students can exchange information, share tips and tutorials and discuss all matters of the curriculum.
Moderated by the StEx and several alumni's working in the industry, the Nexus promotes free discourse of ideas and opinions, by the students and for the students only.
3D Animator @Nobel Biocare
July 2011 - August 2011
Storyboarding; character animation; compositing promotional trailers shown during exhibits.
Technical Artist [Internship] @DAE-Studios
February 2011 - June 2011
Asset modelling; prototyping Unity game; vfx simulation; shader prototyping; problem solving; assisting production planning.