Category Tech Art

Dragon Age Veilguard: Skin Materials

Montage of character faces from Dragon Age: Veilguard, with different skintones.

2024 As the Character Materials lead for Dragon Age: Veilguard, I overhauled the skin treatment for characters to increase visual quality and to be more inclusive of all skintones. Originally skin only covered a range from pale peach to mid…

Mass Effect Andromeda: Procedural Map Generator

A holographic map of alien terrain from the video game Mass Effect: Andromeda

2016 I created the procedural map generator which was behind the blue holographic maps in Mass Effect Andromeda. The core functionality operated in Houdini, with a Frostbite wrapper and GUI to make it easier to export levels for map generation.…

Dragon Age Veilguard: Character Face Materials

Icon showing a portion of the Dragon Age Veilguard character creator

2024 I was responsible for character materials in Dragon Age: Veilguard. Our character creator was one of our headline features, and we wanted to give players as broad a range of inclusive options as we could. Throughout production, I advocated…

Frostbite-Houdini Integration R&D

Frostbite and Houdini software icons with arrows pointing one to the other

I’ve been involved since the early days in EA’s R&D related to integrating Houdini with their Frostbite Engine. I started working with Houdini professionally in 2006, as a Render TD in animated film. Later, on the Tiburon studio team at…

Tools and Pipeline Tech

Montage of tech art tool interfaces

A few of the pipeline tools I’ve created. All tools and code on this page copyright © Electronic Arts. Madden 15 Houdini Head Tool Houdini with Python Madden Football, Tiburon, Electronic Arts, 2014 Madden 15 included significant improvements in the…

Mass Effect Andromeda: Lighting and Grading

The main character from Mass Effect: Andromeda setting off a large fiery explosion

2017 Lighting technology Mass Effect: Andromeda used the Enlighten lighting system, and I was the primary tech art contact for debugging artist issues related to Enlighten. For performance reasons, most of the game environment used Static Enlighten lighting bakes. Each…

Film Lighting and Compositing

Before I moved to game development in 2008, I worked as a Render TD and a Lighting and Compositing artist for feature film. Here are some example shots where I was responsible for sequence or shot lighting, and compositing. Kung…