DURING MY TIME AT FAST TRAVEL GAMES, I HELD BOTH TECHNICAL ARTIST & TECHNICAL DESIGNER ROLES. HAVING WORKED ON A FEW VR TITLES, I GOT TO BREAK BOUNDARIES AND EXPLORE THE UNREAL ENGINE VERY CLOSELY.
I TOOK RESPONSIBILITY FOR SOME OF THE BELOW THINGS AT FASTTRAVELGAMES:
Developed QOL toolsets, workflows, and wrote technical documentation to enhance artists' efficiency and practices.
Resolved Niagara VFX implementation bugs through effective cross-project collaboration.
Collaborated across multiple disciplines to profile game performance and resolve resource sinks.
Led cross-project collaboration to implement project-specific tools for artists.
Assisted with GPU Lightmass baking for lighting and created materials for feedback loops.
Debugged and developed an open-source occlusion system (Snow Occlusion), implementing it extensively in the game.
Developed level-design-specific blueprints and used AngelScript to create an event manager for 'world'-based VFX, improving and optimizing technical design events.