Moved my blog to: https://medium.com/@shinsoj
Main fields:
- Optimization ownership (Making games run well on the low-end PCs and 8gen consoles)
- Lighting TA (Helping Lighting Artists with their issues and bugs, making custom lighting actors, setting up lighting on the levels, teaching best practices on technical and performance side)
- Materials
- Feature ownership (Tools for the artists, automation, batch processing etc)
- Technical Writing (Preparing researches, documentation, pipelines, guidelines for TA and Art departments)
- Mentoring (Preparing learning resources and tasks for junior TA, teaching Art teams best practices on content creation to have better performance)
• Embedded Lighting Techart: Primary support for Lighting Artists, creating custom lighting actors and various systems, setting up lighting on the levels, researching and preparing documentation, help with lighting issues and bugs, teaching best practices in technical and performance topics.
• Developing tools and systems for Art teams using Blueprints. Improving tools UX to make Artists work easier, faster and more comfortable.
• Owner of optimization: Set budgets for the projects, profiling, validation and optimization of the content to make sure it fits the performance limits, that includes materials optimization, textures, LODs, culling, fixing lighting and shadows problems, lightmap setup etc., preparing content to be used on console profiles
• Preparing technical documentation, guides, checklists
• Materials creation, from simple to complex implementations. PBR validation, fixing albedo values across the levels, specular and roughness problems etc.
• Mentoring junior TA
• Creating textures and materials, maintain and update existing material library
• Working with Technical Artists on developing advanced materials
• Assist with creating simple blueprints setups for dynamic materials bound to gameplay
Additional initiative:
• Optimize and fix existing materials, lighting settings, lightmaps, shadowing problems, environment, lods, collisions etc. General optimization of the levels for consoles
Tech Art tasks:
• Validation and optimization of the levels to make sure they fit the performance limits
• Gis data processing to use in game, that includes height maps, satellite data.
• Testing internal tools, researching other tools or pipelines to improve our workflow
• Writing guides and documentation of art pipelines
• Basic scripting - convert data to be used in our engine, automation of some repetitive tasks, or to validate data through optimization stage
• Some technical support in levels management
+ Feature ownership role:
Directing the tool devs about what tools and ui improvements we need, creating tasks and description of the features, testing and giving feedback and approvement.
Level Art (minor):
• Create and sculpt terrain
• Create materials, decals
• Working with real world terrain heightmaps
• Generating splatmaps and masks for assets placement, either procedurally and automated satellite image classification (Landcover).
• Working with old military scanned maps, converting them into geographical coordinates.
• Vectorization of raster maps for proper roads web.
• Working with vector data for roads, rivers, coastline, forests, cities etc.
• Work closely with shaders programmer on shading of our terrains, test and assure to have it working properly.
• Writing guides , research and document new tools for automatization or speeding up and simplifying of routines, gathering references.
Doing freelance terrain art work for PC and mobile games, including PUBG.