Alyssa Reuter Portfolio | www.alyssareuter.com Email Phone Location [email protected] (203) 984-4958 Austin, TX Work Experience Edge of Reality, Austin, TX — Technical Artist Transformers: Rise of the Dark Spark ( PS3/360/PC/PS4/XboxOne/WiiU ) – Technical Artist ( Mar. 2013 – Mar. 2014 ) Responsible for particle and material effects for environments, characters, props and cinemas in UE3 Established texture creation guidelines and helped manage outsourcing to produce assets for new characters Improved lighting and environment map build tools (C++) and added new features to mesh painting tools (C++) Investigated particle effect performance issues due to memory, fill rate, and shader cost Created Photoshop Actions to increase artist efficiency Provided troubleshooting and acted as a technical resource for animation, environment and lighting artists Helped create prototype levels to determine project-specific workflows and best practices for art team Loadout ( PC ) – Technical Artist ( July 2011 – Mar. 2013 ) Acted primarily as a particle engine and graphics programmer working in C++ and HLSL Provided technical support to artists and worked with engineering to meet artistic goals Created content for game, including VFX for beam weapons, using in-house particle system Authored HLSL shaders for glass, obscenity censors, ethnic hair, and electrocution effects Added new features to C++ particle engine including beams, swept volumes, looping, splines, lights, modular particle behaviors, and redesigned emitter shapes to give artists greater flexibility with a more unified control set Developed system (C++, C#) to apply character effects (HLSL) and manage multiple effects at a time Created tools (Python, C#) to create flipbook textures for particles and update files after data format changes Mass Effect Compilation ( PS3 ) – Technical Artist ( Jun. 2012 – Oct. 2012 ) Fixed particle and decal issues that developed while porting Mass Effect to the PS3 Investigated particle effect performance issues Debugged material and shader bugs using GPAD and PIX Sims 3: Pets ( PC / 360 / PS3 ) – Jr. Technical Artist (VFX) ( Mar. 2011 – Aug. 2011 ) Responsible for concepting, creating, and optimizing console-specific particle FX, including karma powers, environmental FX, indicators, and interaction FX using EA’s proprietary tools Helped establish VFX workflow and identified bottlenecks Wrote batch files to automate processes and fixed Python tool for exporting Maya animations into particle files Electronic Arts, Los Angeles, CA — technical art intern Command & Conquer 4 ( PC ) ( May 2009 – Aug. 2009 ) Rigged and animated vehicle and infantry units in 3ds Max Updated W3D Exporter tool (using C++ and the 3ds Max API) to improve artist productivity Developed RNA-compliant water shader with HLSL SilverTree Media, Pittsburgh, PA — technical art intern Disney’s Fairies Online ( Online - Flash ) ( May 2008 – Dec. 2008 ) Created vector art for in-game items and Tinkerbell avatar, concept art for new items, and emoticons for chat Managed and documented Flash art asset pipeline Wrote ActionScript feature to batch export PNG’s of art assets from asset management tool Disney’s Pirates of the Caribbean Online ( July 2007 – Dec. 2007 ) Created two minute Flash animation for game installer Education Carnegie Mellon University, Pittsburgh, PA Bachelor of Computer Science and Arts, Fine Arts concentration Dean’s List, Computer Science and Arts (Spring 2009 – Spring 2010) (Aug. 2006 – Aug. 2010 ) Skills Programming: HLSL, C++, some familiarity with: Python, MEL, Maya API, 3ds Max API, OpenGL, GLSL, DirectX, ActionScript 3.0, C#, Perl, assembly Artistic: VFX, particle systems, materials, shaders, some familiarity with: lighting, animation, modeling, rigging, drawing, digital painting, concept art, photography, fashion design Applications: Visual Studio, Photoshop, Perforce, PIX, GPAD, Unreal Engine 3, Maya, FX Composer, some familiarity with: 3dsMax, AfterEffects, Premier, Illustrator, FinalCut Pro, Unity 3D Other Activities Game Developers Conference, San Francisco, CA Main Conference and Summits & Tutorials attendee Parsons The New School For Design, New York, NY Continuing Education: Fashion Design Basic Core ( 2011 – 2014 ) ( Sep. 2010 – Dec. 2010 )
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