In my role of technical artist, I work closely with artists and programmers to improve and optimise workflow. My responsibilities include designing and creating tools for artists in Maya and Unreal, creating and optimising advanced material shaders and particle effects.
Worked on NFS projects supporting a range of areas from asset workflows to engine tooling, and in some cases performance/profiling.
Worked on Battlefield 6, developing new tools and systems for bother single & multi player maps. also supporting with performance onitering and level maintanance.
I primarily work on UE4 materials/material functions and particle effect, I develope tools for the artists to use in both UE4 and Maya while working work the art lead to ensure these tools are as useful to the artist as possible. Profiling the project is also my responsibility requiring me to find optimisations where ever possible.