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Technical Art at Technicolor

In my current position as Technical Director at Technicolor I am responsible for a team of Technical Artists who provide pipeline tools for Maya, MotionBuilder, ZBrush, Unreal, Unity or whatever the need might be. A few tools I contributed to are listed below:

  • Tool in Maya to place stitches on shoes or soccer balls for hi-res assets in FIFA 2015.

  • Tool to match frames in MotionBuilder for UFC 2015.

  • Tool to build hair cards in Maya from splines exported from ZBrush.

  • Tool to assist clean up near eyes, nose and mouth in hi-res head scans in Maya

 

As technical director I also look for pipelines that need improvements both in the games group and TV animation. Typically this involves setting up training programs for software such as Substance, ZBrush or Unreal or specifying system setups for various disciplines.

 

One interesting project I worked on was in Unity rendering animated characters with a fur shader for a mobile game. The game has not shipped yet so I cannot show any pictures.

 

Another project was for SOF Studios for the game H-Hour. We built a level in Unreal. The game is in pre-release on Steam, (a screenshot can be found on the Portfolio page). This was the first entire level which was built by Technicolor. Since we are an outsource studio we typically get work piecemeal. I was able to use my level building experience to guide the creation of this level.

 

For EA FIFA I was helping troubleshoot pipeline issues and communicating issues with the client.

 

For Call of Duty I review some assets and materials and look in on the scanned blendshape cleanup work for hi-res heads.

Technical Art for SONY/Zipper
Technical Art and Coding at nobodinos

Bottom Feeders was originally prototyped and written in Flash Actionscript. At the time I had been teaching a class in Actionscript and UI design at Digipen and was surprised at how powerful Actionscript was. The game was first published on Facebook. We took the game to iOS using MOAI, an open source mobile game engine. I used X-Code to debug and add features when necessary but the bulk of the game is coded in lua. The game is an action puzzle game with Box-2D dynamics, it also features a 3D aquarium portion where players can collect characters. I wrote the bulk of the code for this game contributed to game design, UI design and 3D art. Bottom Feeders is available for iOS on the app store at this link: BottomFeeders_AppStore

© 2016 by David Kern created with Wix.com

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