Page Description
This page highlights the requirements of the Adobe Senior Technical Artist position and demonstrates how my current and past experience directly addresses many of them.
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Responsville- Finance App: Mobile and WebPDI Check - Medical App: Nintendo SwitchVivid Vision: Game Suite- VR |
LEO VS ROBOTS - EDUCATIONAL: PS4 &. VITA
PTSD Treatment App: HoloLens
Karuna Labs: Dog Fetch- VR
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python tools and tutorialsMy experience includes technical instruction at Amazon, where I authored tutorial content on using Python to script UI elements for the O3DE engine. Later at Netflix, I developed a critical set of auto-rigging updates and a custom Python Rigger for our character pipeline, which automated the importing of characters, the copying of animation data, and the precise correction of bone alignments.
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🎬 Technical Content & Feedback Loop ManagementI designed and led the creation of multiple tutorial series for Amazon, including all digital content (e.g., animations, character models) and branding assets (e.g., title cards). For each series, I drove the content strategy by conducting user needs assessments through social media and email surveys. This feedback-driven process ensured that every tutorial directly addressed user demand, resulting in high-impact educational resources for the community.
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Academic appointmentsMy responsibilities included working with outside vendors to procure new hardware for the school. I handled both student instruction and faculty development in the effective use and assessment (rubric creation) of Adobe product-based courses.
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Institutions where I taught or served as a Department Coordinator often maintain my profile on their websites. Below are links to my Rate My Professors reviews ( 4.5 - 5) and official bios.
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Logo Motion graphicCreated for GDC and as intro animations for various game types
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Netflix: Squid Game: UnleashedOne of my duties as a Technical Artist, at Netflix, was to conduct performance testing and gather feedback to improve on game mechanics, such as player movement testing in Squid Game: Unleashed's "Red Light, Green Light" mini-game. The playtest goal is to assess the precision, responsiveness, and control of the core movement system under pressure, involving scenarios like successfully performing three cycles of Green Light movement and Red Light stopping and navigating past NPC obstacles for quick lateral evasion. Documentation is done using both in-game telemetry to collect quantitative metrics like Stop Distance (≤0.5 game units) and Latency of Input, and qualitative notes detailing player frustration or visual slipperiness. The post-test survey s and open-ended questions to gather subjective feedback, for analyzing this data and translating it into actionable development tasks(e.g., "Reduce the player's deceleration curve by 15%") in tools like Jira.
Amazon Game Tech: 03DEI was responsible for bridging technical gaps by creating trainer videos for both the O3DE engine and Amazon GameLift integration. I deployed a multi-channel feedback system to ensure content effectiveness and drive engine improvements. Data was collected via YouTube polls for high-level topic demand, email surveys for in-depth quality review, and constant monitoring of O3DE Discord channels. This process allowed me to generate a prioritized tutorial roadmap and provide developers with actionable feedback on pain points like GameLift setup complexity, directly influencing development cycles.
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