Maxwell Taylor
Principal Technical Artist at INTERIOR/NIGHT- Claim this Profile
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Bio
Experience
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INTERIOR/NIGHT
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United Kingdom
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Software Development
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1 - 100 Employee
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Principal Technical Artist
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Dec 2021 - Present
• Machine learning R&D with PyTorch (building and training generative adversarial networks).
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Senior Technical Artist
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May 2018 - Dec 2021
As Dusk Falls (full development cycle):• Substantial focus on graphics programming.• Creating game engine and Photoshop graphics tools.• Extending game engine's Post-Processing Stack with in-house effects.• Overseeing VFX branch.
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Dream Reality Interactive
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United Kingdom
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Computer Games
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1 - 100 Employee
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Technical Art Consultant
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Aug 2019 - Apr 2020
Unannounced title:• Providing periodic technical art consultancy services alongside my full-time employment at INT./NIGHT.Dream Reality Interactive is a sister company of INT./NIGHT. Unannounced title:• Providing periodic technical art consultancy services alongside my full-time employment at INT./NIGHT.Dream Reality Interactive is a sister company of INT./NIGHT.
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Dovetail Games
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United Kingdom
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Computer Games
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100 - 200 Employee
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Lead Artist
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Aug 2016 - May 2018
• Led the Art Vision for Dovetail Games' aviation products• Managed and mentored a rapidly growing team of in-house artists• Defined and assisted with the implementation of class-leading tools and technology in collaboration with the engineering team• Managed and evaluated outsourcing partners and their deliveries• Co-ordinated task and resource allocation with producers, development manager and leadership team• Set art schedules and tracked progress• Managed third-party developers; including contract terms and negotiation• Represented Dovetail Games at externally-facing meetings, conferences, and interviews• Hosted daily stand-up meetings• Renegotiated contract terms with under-performing outsourcer, freeing-up budget for another outsourcer to complete the job.• Authored public-facing documentation for product's SDK (including literature on PBR theory and implementation).• Continued to fulfil the role of Technical Artist (see below for detail)
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Technical Artist
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Sep 2015 - Aug 2016
Sole Technical Artist of the Flight Team. Responsible for all branches of technical art including: shader development, tool development, art technical support (in-house & third party), and art workflows.• Developed 'force multiplier' workflows and tools to streamline the art development process• Advised on implementation of new graphical features for in-house engine• Tutored art teams on game art best practices and in-house methodologies• Updated engine source code (C++ & HLSL) to enhance visuals and help integrate new graphical features• Problem solved graphical issues with programming teams (remotely & in-house)• Wrote specification documents for new engine features (used for pitching big undertakings to senior management)• Worked closely with graphics programmers to craft a new, feature-rich engine• Guided technical aspects of the art vision via constant communication with several art and programming teams
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Imperial College London
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Research Services
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700 & Above Employee
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Technical Art Consultant
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Aug 2012 - Aug 2015
• Worked on several significant projects (serious game applications) at Imperial College London ― including one fixed-term contract (below)
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3D Interactive Designer
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Dec 2013 - Oct 2014
Worked with a clinical team at St Mary’s Hospital and remotely with programmers to implement prototype and final designs for two distinct projects: a clinical training simulator and a 3D social game.Clinical Training Simulator• Created concept art, 3D models, textures, shaders and Unity scripts for a Clinical Training Simulator, enabling a research team at St Mary’s Hospital to rehearse for major incidents (e.g. train crashes, terrorist attacks, etc.) that would otherwise overwhelm the hospital’s ability to cope• Streamlined the projects to run efficiently on target platforms (iOS and Unity Web Player)• Provided guidance on development methods, contributing to UX design and helping to form new workflow approaches for a Unity project• Profiled CPU / GPU performance using Unity’s native toolset; streamlined assets with efficiency optimisations so the build was demonstrably more responsive on target platforms (iOS and Unity Web Player); directly influenced which software / workflows the team employedOnline Social Game• Worked with clinicians and a programmer to implement a prototype game that was successfully trialled, leading to the Imperial team gaining approval for further development• Formulated novel art techniques such as utilising nCloth and MassFX to produce physically plausible 3D assets
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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Technical Artist / 3D Modeller
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Dec 2011 - May 2012
Far Cry Classic• Bridged the artist―programmer gap, contributing ideas to the art and engineering leads in weekly meetings to coordinate efforts• Researched and implemented novel game art techniques, ensuring workflows were optimised to achieve the highest visual quality• Provided guidance on the establishment of new conventions and mentored the art team on technical concepts / workflow strategies, collaborating closely with the art director and engineering leads to accomplish this• Developed high quality environment art assets and created a large set of terrain textures• Solved artistic and technical problems creatively using a wide range of 2D and 3D software• Developed a new strategy for detailing 3D rocks using MassFX to simulate weathering and add realistic erosion trails / patterns to textures (prior to the advent of Substance Painter)• Ran numerous diagnostics on the PS3 build every morning and afternoon to monitor changes in performance and request alterations from the art team where necessary• Overhauled grass system, adding sharper opacity texture masks and improving grass cluster distribution to enrich overall realism and aesthetics
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PlayGen
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Computer Games
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1 - 100 Employee
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Junior Game Artist
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Jan 2008 - Sep 2008
• Developed 3D game art assets and 2D interface graphics for a variety of projects and clients (incl. UK Ministry of Defence, and Aviva)• Authored concept art and promotional material for marketing, enabling PlayGen to gain a high profile in the national press• Overhauled the company website front-end with a new design implemented in HTML, CSS, and Javascript. • Developed 3D game art assets and 2D interface graphics for a variety of projects and clients (incl. UK Ministry of Defence, and Aviva)• Authored concept art and promotional material for marketing, enabling PlayGen to gain a high profile in the national press• Overhauled the company website front-end with a new design implemented in HTML, CSS, and Javascript.
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National Physical Laboratory (NPL)
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United Kingdom
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Research Services
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700 & Above Employee
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Assistant Graphic Designer
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Mar 2005 - May 2005
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Education
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De Montfort University
Bachelor of Arts (BA), Game Art -
Guildford College
National Diploma, Multimedia Arts -
City University London
Professional Development Course, Object-Oriented Programming Using C++