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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
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Asset Creation & Procedural Workflows
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Developed 3D plant assets in Houdini with procedural shape controls for infinite variations.
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Designed a flexible Unreal Engine workflow for plant manipulation and animation using vertex colors and material parameters.
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Processed photogrammetry scans to remove directional lighting for photorealistic Unreal Engine environments.
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Shader Development & Optimization
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Created shaders for various materials (glass, water, organic, metallic).
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Developed foliage shaders supporting PBR textures, world-position-based randomization, and wind simulation.
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Built templates for layered materials and material functions to streamline shader creation.
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Optimized assets and shaders to maintain 60 FPS performance.
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Created animated shaders responsive to game interactions (e.g., glowing walls, dynamic time-of-day effects).
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Visual Effects & Interactivity
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Designed VFX for interactive elements, including spaceship thrusters, impact effects, and animated textures.
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Created an audio-reactive particle system and interactive light beams.
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Developed game-event-driven effects (e.g., planet explosion, collision-based effects).
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Rigging and Animation States
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Rigged non-organic and organic characters in Maya for interactive prototypes.​
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Set up Animation Blueprints and State Machines in Unreal Engine to seamlessly transition between different character animations.
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Developed a workflow for procedurally attaching character accessories and VFX in Unreal Engine using Data Assets.
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Engineering
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Tool Development​
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Developed custom tools to expand real-time capabilities in Big Dome and Sphere (Houdini, TouchDesigner).
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Wrote Python scripts for Maya to enhance artist productivity (batch renaming, asset sorting, automation).
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Built animated camera systems for efficient environment reviews.
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Developed artist tools and plugins in Unreal Engine, such as a measure tool, level switching tool, material library, etc.
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C++
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Programmed procedural spline animations.
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Engineered phase actions that trigger intro cinematics and end celebratory effects.
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Triggered VFX and shader effects that respond to game mechanics (collision, health status, velocity changes).
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Visual Scripting
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Prototyped a dynamic sky system with animated clouds, auroras, planets, and stars.
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Developed a preliminary tower-building system.
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Resolved various visual and gameplay bugs.
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Pipeline & Research​
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Tested Unreal Engine’s latest features such as Nanite and Lumen at our Burbank test site to enhance graphics.​
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Researched the use of Gaussian Splats and other scanning technology to generate photoreal environments for content creation.
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Worked with external vendors to provide expertise in how the Sphere works and audited outsourced assets for quality control.
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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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