Erwin Heyms

Lead Technical Artist at Fracture Labs
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Location
Montpellier, Occitanie, France, FR

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Experience

    • United States
    • Computer and Network Security
    • 1 - 100 Employee
    • Lead Technical Artist
      • Apr 2023 - Present

      I'm collaborating with the team at Fracturelabs to create their upcoming survival shooter Decimated. In my role I oversee the tech art team and handle the procedural pipeline integration.

    • France
    • IT Services and IT Consulting
    • Houdini Teacher & Procedural Pipeline Integration Consultant for Games & Architecture
      • Jan 2023 - Present

      Montpellier, Occitanie, France I provide Houdini Consulting and R&D Contractor Services with a focus on World building & Procedural Pipeline Design for Games and Architecture. I have over a decade of experience developing procedural tools and pipelines designed to provide high quality, interactive procedural workflows for several large scale triple-A video game titles. While, over the past 2 years, I've also expanded to procedural world building and tools development for Architecture visualization. And… Show more I provide Houdini Consulting and R&D Contractor Services with a focus on World building & Procedural Pipeline Design for Games and Architecture. I have over a decade of experience developing procedural tools and pipelines designed to provide high quality, interactive procedural workflows for several large scale triple-A video game titles. While, over the past 2 years, I've also expanded to procedural world building and tools development for Architecture visualization. And additionally, I develop and provide in depth lectures and mentoring for Houdini as part of my E-Houdini Academy Initiative. With development of the 2nd lecture module of the "Houdini Procedural Asset Production Masterclass" currently underway.

    • Houdini Teacher and Pipeline Integration Consultant (Part Time).
      • Jan 2021 - Jan 2023

      France

    • France
    • Computer Games
    • 700 & Above Employee
    • Technical Artist And Houdini Teacher at Ubisoft Montpellier
      • Mar 2017 - Jan 2023

      Montpellier Area, France Worked as a Technical Artist on Ghost Recon Breakpoint, Riders Republic and Beyond Good and Evil 2. I focused on the creation, maintenance and usage of procedural tools used in the world building process. Features developed and created by me on this project include: the road network, railroads, natural road-side decoration placement such as cliffs and rock formations and maintaining our procedural compositing pipeline in Ghost Recon Breakpoint. Additionally, I worked on various… Show more Worked as a Technical Artist on Ghost Recon Breakpoint, Riders Republic and Beyond Good and Evil 2. I focused on the creation, maintenance and usage of procedural tools used in the world building process. Features developed and created by me on this project include: the road network, railroads, natural road-side decoration placement such as cliffs and rock formations and maintaining our procedural compositing pipeline in Ghost Recon Breakpoint. Additionally, I worked on various world building and support tools for Riders Republic, including procedural sound placement for rivers and mountains, backdrop vegetation generation & wildlife spawning tools. I created and hosted a 38 hour E-Learning Houdini Masterclass for the company, in addition to hosting 100+ hours of Live classroom lectures. Besides this, I also hosted an 8 hour Houdini Masterclass at MIGS 2018 in Montreal on road construction and advanced Pathfinding techniques in Houdini. I am available for other conferences and masterclasses.

    • Technical Artist at Ubisoft Paris
      • Sep 2013 - Mar 2017

      Paris Developed tools at the core of Ghost Recon Wildlands. Specifically I have been responsible for the Road and Settlement toolsets as well as the terraforming compositing pipeline.

    • Intern Procedural Game Design
      • Mar 2013 - Sep 2013

      Santa Monica, Los Angeles I developed level and tile generator assets and demonstrated these through video and live presentation at Siggraph 2013. The generator was created to work in combination with the Houdini Engine Unity Plug-in.

    • Broadcast Media Production and Distribution
    • 1 - 100 Employee
    • Graduation year student
      • Feb 2012 - Jan 2013

      I am working on a Procedural FPS Arena Level Generator.

    • United Kingdom
    • Entertainment
    • intern level design
      • Sep 2011 - Feb 2012

      Amsterdam Area, Netherlands Prototyped a weapon system for Killzone 4 - Shadow Fall Designed together with a small team, on a production level for Killzone 4 - Shadow Fall. Designed, created and scripted a white boxed single-player prototype level, containing several prototype level and gameplay features for Killzone 4 - Shadow Fall.

Education

  • NHTV Internationale Hogeschool Breda
    Bachelor of Engineering (BEng), Game Architecture & Design
    2008 - 2013
  • Berkenschutse - leerling

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