ROLE: Technical Artist

Project:

NHL 2001

Release date:

September 2000

Studio:

Electronic Arts Canada

Platform(s):

PC, PlayStation, PlayStation 2

After some brief training from the previous Technical Artist, I took on the entire role of Technical Artist for NHL 2001. My main focus being the preparation of art assets for the game engine and engineering team. I created automation tools/scripts for processing the tens of thousands of art assets for the various platform requirements that the game was shipped on.

Key Responsibilities:

  • The sole Technical Artist responsible for processing all art assets for the game.

    • Error checking all 3D geometry for unintentional vertex/poly overlap and redundancies that would affect rendering performance

    • Error checking all UV mapping and texture use for inaccuracies and performance issues

    • Laying out art guidelines for best practices and performance based art processes

    • Directed texture memory usage based on restrictions laid out by engineering and how art could optimize their creations including palette bit depths and resolutions

    • Worked with EA’s Tools & Libraries team for custom macros/tools to be added to artist’s installations of 3DS Max and Maya

    • Created MEL scripts that allowed artists to catch issues early on

    • Created command line batch scripts for texture video memory map layouts that would automate the creation of texture sheets for the various shipping platforms

    • Was able to automate a large chunk of data processing that allowed full art packages to be delivered to engineering as fast as a PC could perform the operation

    • Encoding of all video assets including the ever present “EA Sports, it’s in the game!” bumper

    • Off project experimentation with the Studio Technical Artist in render farm rendering capabilities throughout the studio.

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