Accomplished Lead Technical Artist with over 17 years in the video game industry,
contributing to 16 major releases across platforms including PC, consoles, VR, and
mobile. Skilled in art production, leadership, 3D content pipelines, and game
optimization using Unreal Engine, Unity, and proprietary engines. Excels in managing,
mentoring, and directing technical art teams. Demonstrates expertise in rigging,
advanced material creation and blueprint development. Portfolio includes high-profile
titles like Fortnite and GTA Definitive Edition. Combines technical expertise with
creative artistic vision to deliver superior game visuals and performance.
Experience leading a team of 12 artists on multiple titles as well as working with outsourcers while providing artistic and technical direction on level, character and prop generation. Expertise with different art styles across multiple titles.
Experience with procedural model and systems generation using Houdini and Houdini Engine in UE4 and Unity. Some experience building tools in MEL, Python, C# and blueprints in UE4 and working directly with engineering.
Currently the Principal Technical Artist at Stageverse by Stage Inc. responsible for look development, avatars technical implementation and rigging, environment creation, collision creation and lighting of all spaces and props for metaverse development. Also technical direction to other technical artists and 3d artists as well as documentation and high level technical discussions where technical expertise is required.
15 shipped titles ranging from PC, Oculus, xBox360, ps3, iOS, Android, 3DS and DS from 2008-2021 and counting!
Collaborate closely with the Art Director to guide the overall vision and
standards for game visuals and rendering.
Conduct meetings and review sessions with senior and junior Technical Artists,
providing both technical and artistic feedback.
Design and develop complex materials, material functions, and organize
material instances to streamline production, thereby enhancing efficiency and
supporting fellow artists.
Develop blueprints, construction scripts, and macros to enhance game
development processes and create dynamic visuals.
Manage and document the art production pipeline to ensure efficient workflows
and consistently high-quality outputs.
Maintain quality and performance standards for technical art rendering across
projects, including ensuring PBR accuracy and optimizing frame rates.
Provide technical and artistic feedback on project deliverables, ensuring
adherence to artistic vision and technical specifications.
Develop complex materials, post-processing effects, and material functions
tailored for specific artistic requirements using algebra and trigonometry.
Utilize Substance Designer and procedural methods to create intricate textures
for various game elements and FX.
Design and implement blueprints, construction scripts, and macros to facilitate
and optimize game development processes.
Collaborate with VFX artists to produce compelling visual effects and integrate
simulation texture sheets into materials.
Conduct platform compatibility tests using the game engine, implementing
necessary adjustments to ensure seamless transitions across different
platforms.
Standardize, implement and optimize lighting across all platforms for consistent
visual quality
- Principal Technical Artist for VR, mobile and web development on social game/app Stagverse using Maya, Substance, Photoshop and Unity
- Avatar pipeline creation and implementation - static then modular over time - basic setup of state machines and animations, rigging, weighting, exporting and testing
- Environment art pipeline creation and implementation - meshes, materials, animation, lighting
and fx creation using particles, models and scripting
- Custom Shader creation using code and node based systems in Unity - water, fake caustics, iridescence, distortion etc.
- Custom looping, seamless environment animations - Shantel Martin 'Waterfall' display
- Basic C# scripting in Unity to implement first pass features - real time reflections update, animation timing, drive material properties for FX, basic spectator camera etc.
- Bakery lighting implementation and advanced baked lighting in Unity using RTX
- Art Development for Video Games - UE4. Maya, Houdini, Substance, Photoshop
- Art Direction for Outsourcing / Environment and Vehicles
- Texture and Material creation for 'Grove Street' cul-de-sac area and main areas
- Principal Technical Artist for Vehicle rigging and setup, damage, lighting (emergency vehicles)
and FX (sparks, smoke, fire, explosions)
- Converted all in game radar maps from 2d Vector to 3D in engine for all 3 games (Maya, UE4)
- Shader development for water, vehicle paint, fire and smoke FX for master materials (Node
editor, cascade and Niagara using elements generated in Houdini
Use of UE4 cinematic engine tools for in game remastering of cutscenes
Christopher Walch is an Lead Artist and Technical Artist that has 13 titles with Firebrand Games and over a decade’s worth of experience in the video game industry. He has been the lead of the art department for such projects as Team Hot Wheels: World’s Best Driver (PC,xBox360, ps3, iOS, Android,3DS), Disney/Pixar hit Cars 2 (DS/ 3DS) and most recently Nascar Heat Mobile (iOS, Android) . An avid car enthusiast himself, he thrives on creating racing titles authentic to a car guys gamer. Chris lives and breathes 3D art, games and graphics in and outside of the office.
• Worked directly with artists, engine/game programmers, producers to facilitate research and development, new game features, troubleshooting, implementation and testing in engine – animations, collisions, physics, simulations baked to animations, particle fx etc.
• Leadership, artistic and technical direction, communications skills to mentor staff, debug problems and provide technical solutions
• Trained Sr. and Jr. artists in engine specifics and best 3d art practices
• R&D Pipeline development, up to date current industry practices and tools – Terrain development, PBR shading models, Procedural modeling (Houdini), Substance and Quixel material development
• UE4 specialist – material graph, blueprints, animations, cascade editor, camera cinematics, post effects tuning etc.
• Setup complex shaders for terrains, alpha blended materials (RGB splat maps) – and vertex alpha blends using paint tools
• Expert level in modeling, texturing, UVs, rigging, lighting and effects for games using Maya, PS, and custom engine
• Modeled vehicles – setup for collisions, rigged deformations, normal map damage, windshield glass damage, weapons and effects
• Modeled environments using World machine / Maya – roads, runoff and terrains – textures, normal maps, material setup, blending
• Optimizations – texture channel packing / custom materials etc.
• Model, uv, texture, animate, export and test – Octane engine
• Vehicles and Environments for racing games – both stylized and realistic – texturing and UV’s
• LUA scripting / custom node setups / custom collisions
• Onsite at Lockheed Martin STS Facility – Visual Database development, modeling and simulation for US Military contracts
• Modeling, texturing, animation, R&D
• Character animation pipeline for combat simulations – CAL3D
• Geospatial data conversion to 3d environments