A passionate and creative Technical Artist with a deep love for both art and technology. Throughout his career, Austen has worn many hats, having spent the last six years building his own niche between artistic vison and technical execution. As a Technical Artist, Austen has ensured that the visual and technical aspects of a game come together seamlessly. Constantly inspired by the endless possibilities in the gaming industry. Each project presents unique challenges and opportunities for creativity. Whether through perfecting the lighting of a game environment, making characters move with fluidity, or optimizing performance for a flawless gaming experience; Austen is fueled by a passion for pushing the boundaries of what's possible.
Co-Development for unannounced projects.
Job Responsibilities include
• Source Control and Management of Source Art Libraries
• Outsource 3D Art Management
• Pipeline Design and Documentation
• Technical Writing and Documentation
• Tool Creation for Maya and Unreal Engine
Co-Development with Epic Games working with the Fortnite Creative Team in building new player experiences. Co-Development with Obsidian Entertainment focused on optimization and stability performances post-launch for The Outer Worlds: Spacer's Choice Edition.
Job Responsibilities included
• Technical Writing and Documentation
• Performance and Optimization Testing for Console and PC
• Build Health Support
• Shader Development
Co-Development with Epic Games working with the Fortnite Battle Royale Team and Creative Team in creating visual effects for various original and IP related character cosmetics and supporting development of new player experiences.
Job Responsibilities included
• Shader Development
• Texture Creation
• System Creation
Supported development of blended learning environments for the Virtual OPFOR Academy (VOA). With the purpose of training personnel in ambush, recovery, and platoon maneuvering in a hostile environment. Developed 3D Assets, Animations, Shaders, and Environments for virtual training purposes.
Job Responsibilities included
• Source Control and Management of 3D Assets
• Animation System and Architecture creation
• Pipeline Design and Documentation
• Technical Writing and Documentation
• 3D Asset Creation from photo reference and blueprints
• Unity Development and Integration
• Visual development and planning
• Scripting
• Rigging and Animation
Supported development of blended learning for military training of the EOD, CBRN, and USACE branches. For the purpose of proper IED disarming, disposal, and operation of MTRS. Developed 3D Assets, Animations, Particle Effects, and Environments for virtual training purposes.
Job Responsabilities included
• Graphic Design for Military Courseware
• 3D Asset Creation from photo reference and blueprints
• Unity Development and Intergration with Military Hardware
• Visual development and planning
• Development of user based interaction
• Rigging and Animation
Creating 3D props and Environments for the development of blended learning training solutions for the aviation, military, and medical training industries. Incorporating Virtual Reality, Augmented Reality, and other training technologies.
Job Responsibilities:
• Development and integration of full scenes within Unity
• Development of interactive user interfaces
• Development of animations for art assets
• Create 3D art assets based on blueprint and photo references
• Development of streamline tools for integration within the pipeline
Job Responsibilities:
• Development of high fidelity assets for Unity and Unreal
• Creation of PBR assets based off gathered photo reference
• Development of engine optimization practices for Unity
• Creation of stylized environments and characters
• Environmental Design
• Texture Atlas creation
Projects:
Shiny Shoe LLC I 3D Artist I "Monster Train" I PC
Pixel Perfect Studios I 3D Artist I "Our Ghosts of War" I PC
Steam Labs I 3D Artist, Sculptor I "Egyptian VR" I PC / Vive / Oculus
Poet Code I 3D Artist I "Dynasty of the Magi" I Mobile
Forged Interactive I 3D Prop and Character Artist I "At Arms" I PC
Created 3D props and Environments for the development of a third person shooter within Unreal Engine.
Job Responsibilities:
• Block out and proxy meshes
• High and Low sculpts
• Optimization of texture sets and packing
• PBR Texturing
• Modular Modeling
Projects:
Hellrift
Developed Environment and Level Designs to be utilized in a Mobile top down MOBA while managing a small team of artists. Charged with environment creation and props to be later turned into 2D Sprites.
Job Responsibilities :
• Environment Modeling
• Level Design
• Supervising and Organizing tasks for 3D artists
• Rendering and Sprite creation
Projects:
Unannounced Title
Within Full Sail's Work Study program I was apart of the development team which started and maintained the relationship between Game Art Students and Developers. Our large team of artists assisted on creating 3D and 2D assets for Developers to utilize within their custom engines and games. These projects were later used as a graduating benchmark for Student Developers.
Job Responsibilities :
• Hard Surface and Organic Modeling
• High and Low Res Sculpts
• 2D Asset Creation
• Sprite Animation
Projects:
The Exile
The Other
Steam of War
Manastorm
Don't Be a Jerk
Damage Control
Sovereign
Cybersaurus - Annihilation
Win Big or Die
Lineage Descent
Full Sail
Project Z
Course Description: "This degree program focuses on the fundamentals of interactive graphics development – including character creation, environment and prop creation, the game production pipeline, in-game effects, and animation. In Full Sail’s Game Art program, you’ll learn to create 3D content to suit any game – no matter the mood, genre, or platform. You’ll take traditional art and animation principles and apply them to models that look, move, and articulate realistically."