I was one of the founders of Moonshot Games, and became the Technical Art Director for Wildgate as the project developed.
As the Technical Art Director, I handled the day-to-day management of the Art team, as well as laid out the technical vision for building the ambitious world of Wildgate.
We customized Unreal Engine 5 to pursue a stylized-but-tactile art style that conveyed a fanciful and unique take on Sci-Fi. We leveraged the advantages of Unreal while preserving a unique visual identity.
In addition to leading the Art team, I guided the Technical Art team on ambitious tasks, including a character pipeline that supported rapid development of characters with wildly different anatomy, highly complex “flying FPS levels” for ships, and on-the-fly procedural map generation so every match would be unique for players.
I partnered with Engineers, Artists, and Technical Artists to pursue crisp performance goals. We used profiling tools such as Unreal Insights, and Nvidia NSight to make the large multiplayer maps of Wildgate run at high framerates on a variety of hardware.
Additionally, I was individually responsible for several core technologies that underpinned Wildgate’s development including:
- Consistent developer tools deployment via an internal tool known as “Rush”
- Multiplayer playtest build distribution infrastructure that ran on AWS
- Custom procedural map generation infrastructure including:
- Arbitrary precision fixed-point-math library for Unreal
- Layered procedural harness for lockstep load-time generation on Client and Server
- Novel procedural noise implementations that ran on both CPU and GPU.
I represented the Wildgate team in both artistic and technical capacities, such as in interviews and discussions with external partners and vendors.
I was fortunate enough to work with these amazing artists to bring Wildgate to life:
Creative Vision
Characters
Animation
Environment
Hard Surface
VFX
Technical Art