• Visualising character designs in ZBrush
• Collaborating with writers to ensure concepts align with established lore and consistent with Games Workshop IP
• Consulting tooling and production departments to ensure a viable and user friendly deliverables
• Asset Library management to maintain consistency and designer creativity between teams during handover
• Mentoring junior staff with following strict guidelines and working efficiently within a pipeline, while under contract with a subsidiary of The Walt Disney Company
• Collaborating with Technical Director (TD) and responsible for all TD requirements being met
• Quality assurance checks on all deliverables and ensuring every model up to specification for Disney’s Digital Asset and Content Management System (DACMS)
• Following a sub-division workflow to ensure work was render or game engine ready
• Ensuring mesh density was suitable for use in Unity and Unreal and that models were also compatible with VRay’s open sub division
• Checking all character, environment and prop assets would divide to meet or be under necessary poly count
• Checking all models have correct amount of deforming geometry with accurate placement and efficient and natural looking deformation
• Ensuring UV maps laid out coherently and that sub-division settings would work when smoothing
• Placing UV seams in areas that would not disrupt texturing or be obvious on final output
• Directing UDIMS and RGB mats to work with scenes to be rendered
• Creating base meshes for junior staff to work with as a starting base, reviewing their edge flow and testing sub-division
• Ensuring character designs matched provided turnarounds and were the correct scale, relative to the world and other assets
• Pipeline integration and improvement, reviewing software and plugins to see if they would work within a project pipeline
• Visualizing character designs within ZBrush
• High and low poly count mesh creation
• UV map generation and layout
• Single joint chain rigging
• Visualizing character designs within ZBrush
• Low poly count mesh creation for use in Unity and Unreal
• UV map generation and layout
• Single joint chain rigging
• Ensuring quality on product deliverables