Turn 2 - With the exception of the cars, I created most of the background environment in this scene.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I worked with a team of artists refining the wet masks used across all geometry for the rainy effect on track. This included UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
•I have been the team lead or handled the upgrade on 6 other tracks for Forza 6. Over the course of Forza 1, 2, 5 and 6, I’ve been responsible for finalizing over 30 tracks in production.
•I lead the teams on 10 different reference gathering trips to the following locations: Florida, Wisconsin, Indiana, Texas, California, Washington D.C., Australia, Germany, Belgium & Greece.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I worked with a team of artists refining the wet masks used across all geometry for the rainy effect on track. This included UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I worked with a team of artists refining the wet masks used across all geometry for the rainy effect on track. This included UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I worked with a team of artists refining the wet masks used across all geometry for the rainy effect on track. This included UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
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•Photo reference trip - Captured half of all photo reference on location in Texas including texture reference for buildings, vegetation, roads and skids. Assisted LIDAR scanning team with optimal location of scanning nodes. Post reference trip, I did cataloging, color tone mapping and tagging of photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I created UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
-----------------------------------
•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I worked with a team of artists refining the wet masks used across all geometry for the rainy effect on track. This included UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
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•Photo reference trip - Captured half of all photo reference on location in Texas including texture reference for buildings, vegetation, roads and skids. Assisted LIDAR scanning team with optimal location of scanning nodes. Post reference trip, I did cataloging, color tone mapping and tagging of photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track. I created UV layouts on multiple channels as well as advanced projection-mapping techniques that allowed us to optimize texture usage.
•Procedural systems – I built out the meshes and did vertex painting as well as set up grass types for the track. This included XML editing of many files to get the system performant & functioning.
•Lighting – I was responsible for troubleshooting and fixing special cases lighting bugs on our track. I burned Direct Maps, AO Maps and Indirect maps as necessary. I also helped a team generate interiors and emissive textured used for the night lighting of the track.
•Material/Shader – I was responsible for bringing all elements track-wide to the defined realistic standards. This was a Physical Based Rendering (PBR) workflow, so it included color correcting original source files, tone mapping, generating normal maps, gloss maps and many special use textures. We used a wide variety of custom built shaders that utilized vertex painting to do various blending methods and special case shaders such as deposit blending with vertex color.
•Game engine – using the proprietary “Fuel” system, I created the entire track and optimized CPU, GPU, Vertex count, Instance count to fall within 60 fps and per-frame millisecond budgets defined by the system architect. I helped prototype the tools and was the initial beta tester for the entire system. I worked heavily with tools engineers and technical artists to make it production ready and efficient for the entire team.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track.
•Lighting – my team was responsible for burning lightmaps in the scene - including Direct Maps, AO Maps and radiosity maps as necessary. We also fixed all lighting related bugs on the track.
•Material/Shader – I worked directly with the technical art team to create optimized shaders and materials used on the track.
•Game engine – using the proprietary system, my team optimized CPU, GPU, Vertex count, Instance count to fall within the millisecond budgets defined by the system architect.
Note: not responsible for cars.
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•Photo reference trip - Captured half of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I created all terrain and road modeling and was responsible for lofting the final road surface. I modeled approximately 50% of all objects on track including buildings, barriers, signage, vegetation and race day objects. This included Level of Detail model chains.
•Texturing – I built most of the tiling terrain textures, road textures, cement slabs, skids and road “groove” textures for the track. I created a method used by all tracks to generate the buildup of rubber and grime on tracks. I textured approximately half of all architectural elements on this track.
•Lighting – my team was responsible for burning lightmaps in the scene - including Direct Maps, AO Maps and radiosity maps as necessary. We also fixed all lighting related bugs on the track.
•Material/Shader – I worked directly with the technical art team to create optimized shaders and materials used on the track.
•Game engine – using the proprietary system, my team optimized CPU, GPU, Vertex count, Instance count to fall within the millisecond budgets defined by the system architect.
Note: not responsible for cars.
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•Photo reference trip - Captured a quarter of all photo reference on location in Florida including texture reference for buildings, vegetation, roads, skids, 360 panoramic sky-domes and GPS data acquisition of prominent features. This included cataloging and tagging photos.
•Modeling – I lead a team of artists responsible for optimizing static geometry, and deformable geometry across the entire track.
•Texturing – I lead a team of artists responsible for optimizing textures to fall within given budgets.
•Lighting – my team was responsible for burning lightmaps in the scene - including Direct Maps, AO Maps and indirect maps as necessary. We also fixed all lighting related bugs on the track.
•Material/Shader – I worked directly with the technical art team to create optimized shaders and materials used on the track.
•Game engine – using the proprietary system, my team optimized CPU, GPU, Vertex count, Instance count to fall within the millisecond budgets defined by the system architect.
I managed the environment team on the unreleased version of Flight Sim 11. Responsible for 510 million square km of the earth surface. This included a library of over 5000 textures which spanned 4 seasons. I also maintained a complex spreadsheet drove the rules system for procedurally applying textures to the terrain.
I managed the environment team on the unreleased version of Flight Sim 11. Responsible for 510 million square km of the earth surface. This included a library of over 5000 textures which spanned 4 seasons. I also maintained a complex spreadsheet drove the rules system for procedurally applying textures to the terrain.