In-Game Cinematics Technical Artist – Overwatch 2: INVASION

"Answering the call..."

The In-Game Cinematics Technical Artist role required me to wear multiple hats and embrace the generalist in me, it was the opportunity of a lifetime as I love Blizzard games especially the world of Overwatch.

Key contributions and accomplishments within this role:

  • Assigned Point person (of contact) for Tech Art on the Overwatch Cinematics side, attending key meetingsĀ  to assist leads and department supervisors.
  • Became well versed in the proprietary engine. Daily task were ingesting assets, prepping shots for capture, monitoring the farm and fixing bugs/data builds.
  • Set dressed key Cinematic environments.
  • Uprezzed and kitbashed game team models (such as props and buildings) in order to create new look variants to fit new level landscapes for cinematics.
  • Look variant creation of game team's textures/materials and basic texture painting work for Cinematic only usage.
  • Grey boxed environments for (Cinematics) modeling team to detail out.
  • Placed temp lighting into maps and baked lighting/reflections when needed to assist the Lighting team.
  • Worked in Maya on a daily basis, not only in areas I'm fluent in but outside of my comfort zone like layout rigs.
  • Setup Enemy and Civilian Animations, poses and look variations within the engine Timeline Editor.
  • Valuable experience in project managing and utilizing Shotgun, Miro-boards and Jira.
  • Strong communication, troubleshooting and multitasking abilities that were vital in assisting not only Tech Art but other departments such as VFX, Animation and Lighting.
  • Passed on my knowledge to othersĀ  (trained and mentored new hires and teammates).