Alvin Kwok

Senior Technical Artist at Avalanche Studios Group
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Contact Information
Location
Stockholm City, Stockholm County, Sweden, SE
Languages
  • English Native or bilingual proficiency
  • Chinese Limited working proficiency

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Experience

    • Sweden
    • Computer Games
    • 400 - 500 Employee
    • Senior Technical Artist
      • Oct 2021 - Present

      As the sole Technical Artist on theHunter Call of the Wild project, I investigate a large variety of issues across multiple disciplines within or outside of the proprietary engine. I manage and update tools and libraries relating to Art to improve the efficiency of the artists work, and ensure they have the latest technical fixes and features. I work extensively in Maya and Houdini, as well as on Rendering issues and improvements in C++ and HLSL. As the sole Technical Artist on theHunter Call of the Wild project, I investigate a large variety of issues across multiple disciplines within or outside of the proprietary engine. I manage and update tools and libraries relating to Art to improve the efficiency of the artists work, and ensure they have the latest technical fixes and features. I work extensively in Maya and Houdini, as well as on Rendering issues and improvements in C++ and HLSL.

    • United States
    • Computer Games
    • 500 - 600 Employee
    • Technical Artist
      • Oct 2020 - Oct 2021

      Apex Legends (Seasons 8 - Present) I've worked on production deliverables, as well as Automation scripts and pipelines to improve workflow efficiency. Handled artist request for support on new features or bug fixes on tools, as well as worked on some missing shader features for internal usage. Apex Legends (Seasons 8 - Present) I've worked on production deliverables, as well as Automation scripts and pipelines to improve workflow efficiency. Handled artist request for support on new features or bug fixes on tools, as well as worked on some missing shader features for internal usage.

    • Canada
    • Computer Games
    • 200 - 300 Employee
    • Technical Artist
      • May 2014 - Oct 2020

      FIFA 15-21 (Nintendo Switch, FIFA Mobile Global and Asia, PS4, XBoxOne, PS3, Xbox 360, FIFA Online 3 and 4) In this role I worked on Automation Pipelines, Art Tools, Production Deliverables, and Artist Support. I acted as PoC for many of the products I was working on, working together with the development teams to hit milestones and fulfill any requests for our department. I also trained various team members on the tech and pipelines related the products, as well as guided the direction of our improvements for the production cycle. Show less

    • Canada
    • Higher Education
    • 300 - 400 Employee
    • Teaching Assistant
      • Jan 2014 - Apr 2014

      I assist with the 2D Game Development, Front End, and Game Mechanics courses by helping students during classes, labs, or any questions they have outside of class time. Through the 2D Game Development project, the students, in small teams, are required to create a 2D game over the course of four months. They create the games design, as well as all code assets, art assets, level assets, and most audio assets. I assist with the 2D Game Development, Front End, and Game Mechanics courses by helping students during classes, labs, or any questions they have outside of class time. Through the 2D Game Development project, the students, in small teams, are required to create a 2D game over the course of four months. They create the games design, as well as all code assets, art assets, level assets, and most audio assets.

    • New Zealand
    • Advertising Services
    • 1 - 100 Employee
    • Technical Artist
      • Jun 2013 - Nov 2013

      I was in charged of the programming that affects the visuals and feel of the game. I coded the shaders, camera, repair mechanic, and AI. I rigged and animated the character, Patches, as well as implemented and tweaked the animations to ensure everything felt fluid. I was in charged of the programming that affects the visuals and feel of the game. I coded the shaders, camera, repair mechanic, and AI. I rigged and animated the character, Patches, as well as implemented and tweaked the animations to ensure everything felt fluid.

Education

  • Vancouver Film School
    Programming and 3D Art
    2013 - 2013
  • Simon Fraser University
    Computer Science

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