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Junior Technical Artist

September 2020 - December 2022

Sphere Entertainment Co.

Senior Technical Artist

December 2022 - March 2025

​As a Technical Artist in the interactive department, my role is to be a bridge between art and engineering to create interactive experiences. Our goal is to develop concepts and prototypes for interactive interstitials for the Sphere in Las Vegas.​​

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Art

  • Asset Creation & Procedural Workflows

    • Developed 3D plant assets in Houdini with procedural shape controls for infinite variations.

    • Designed a flexible Unreal Engine workflow for plant manipulation and animation using vertex colors and material parameters.

    • Processed photogrammetry scans to remove directional lighting for photorealistic Unreal Engine environments.

  • Shader Development & Optimization

    • Created shaders for various materials (glass, water, organic, metallic).

    • Developed foliage shaders supporting PBR textures, world-position-based randomization, and wind simulation.

    • Built templates for layered materials and material functions to streamline shader creation.

    • Optimized assets and shaders to maintain 60 FPS performance.

    • Created animated shaders responsive to game interactions (e.g., glowing walls, dynamic time-of-day effects).

  • Visual Effects & Interactivity

    • Designed VFX for interactive elements, including spaceship thrusters, impact effects, and animated textures.

    • Created an audio-reactive particle system and interactive light beams.

    • Developed game-event-driven effects (e.g., planet explosion, collision-based effects).

  • Rigging and Animation States

    • Rigged non-organic and organic characters in Maya for interactive prototypes.​

    • Set up Animation Blueprints and State Machines in Unreal Engine to seamlessly transition between different character animations.

    • Developed a workflow for procedurally attaching character accessories and VFX in Unreal Engine using Data Assets.

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Engineering

  • Tool Development​

    • Developed custom tools to expand real-time capabilities in Big Dome and Sphere (Houdini, TouchDesigner).

    • Wrote Python scripts for Maya to enhance artist productivity (batch renaming, asset sorting, automation).

    • Built animated camera systems for efficient environment reviews.

    • Developed artist tools and plugins in Unreal Engine, such as a measure tool, level switching tool, material library, etc.

  • C++

    • Programmed procedural spline animations.

    • Engineered phase actions that trigger intro cinematics and end celebratory effects.

    • Triggered VFX and shader effects that respond to game mechanics (collision, health status, velocity changes).

  • Visual Scripting 

    • Prototyped a dynamic sky system with animated clouds, auroras, planets, and stars.

    • Developed a preliminary tower-building system.

    • Resolved various visual and gameplay bugs.

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Pipeline & Research​

  • Tested Unreal Engine’s latest features such as Nanite and Lumen at our Burbank test site to enhance graphics.​

  • Researched the use of Gaussian Splats and other scanning technology to generate photoreal environments for content creation.

  • Worked with external vendors to provide expertise in how the Sphere works and audited outsourced assets for quality control.

  • Explored AI solutions to format feature films for Sphere.

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Reference: James Dargie - Senior Creative Director

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Testing site at Burbank:

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BigDome.jpg

@ 2025 Kaley Cho. All rights reserved.

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Los Angeles, CA

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