Lee Meza

Tools Programmer at Turtle Rock Studios
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Contact Information
Location
Laguna Niguel, California, United States, US
Languages
  • English Native or bilingual proficiency
  • Spanish Limited working proficiency
  • Japanese Elementary proficiency

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Jordan Schussler

I worked with Lee when we were at the Art Institute together and on several occasions I noticed how in depth his work was, he was coding and scripting his own events in UDK for the projects we were doing, going above and beyond the call of the project. He shows great initiative and isn't afraid to step out of the box to get the job done well.

Scott McDaniel

Lee worked on one of the student projects that I helped mentor. He was attentive and took criticism (and praise) well. Lee was key in helping Team Excelsior created what was to date the best emulation level we have seen come from the mentoring program at Art Institute.

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Tools Programmer
      • Jan 2017 - Present

      Development, maintenance, and support of art and pipeline tools for all teams across a studio of around 100 developers. Working closely with other developers to simplify, expedite, and streamline work flows across all disciplines.Languages used in this capacity:C++C#PythonJavaScriptPerlPHP

    • Technical Artist
      • Oct 2014 - Present

    • United States
    • 1 - 100 Employee
    • Technical Artist
      • Sep 2013 - Oct 2014

      Supporting Animation and MotionEdit teams with tasks including:- Preparing scenes for animators- Ensuring scenes meet technical specifications before delivery- Resolving unexpected issues arising with rigs, props, and scripts- Ensuring that scenes progressed smoothly through the pipeline, helping maintain the quality of the end productWriting tools to streamline workflow and maximize productivity (Python, C#, MEL).Helping design piplines for projects in the preproduction stage of development. Creating and implementing tools to make implementation of those pipelines as smooth as possible. Credited on:The Last of Us DLC - Left Behind Show less

    • Technical Artist
      • Dec 2012 - Aug 2013

      Game asset integration; tasks include:- Preparing and processing maya assets- Converting assets to engine specific formats- Setting up animation blending networks- Scene statemachine scripting- Verifying game build stability after integrationWriting tools to streamline workflow (Python)Supporting Animation and MotionEdit teams.Credited on:Killzone: ShadowfallKnack

    • Owner / Freelancer
      • Jul 2008 - Oct 2014

      Fallen Prophet Studios is the name under which I do freelance jobs in both vídeo games and film industries. Types of jobs I have performed include: Modeling Texturing Lighting Animation VFX Credited on: Incident on Highway 73 (award winning short film) Fallen Prophet Studios is the name under which I do freelance jobs in both vídeo games and film industries. Types of jobs I have performed include: Modeling Texturing Lighting Animation VFX Credited on: Incident on Highway 73 (award winning short film)

    • United States
    • Computer Games
    • Lead Technical Artist
      • Jun 2012 - Nov 2012

      Duties included creating and maintaining particle effects, integrating art assets, developing pipeline tools for art team, working closely with programmers to develop and streamline art pipeline to get assets into the game quickly and efficiently. Acted as liaison to contract artists and implemented the contracted assets into our pipeline. Credited on Blackfoot Blade Duties included creating and maintaining particle effects, integrating art assets, developing pipeline tools for art team, working closely with programmers to develop and streamline art pipeline to get assets into the game quickly and efficiently. Acted as liaison to contract artists and implemented the contracted assets into our pipeline. Credited on Blackfoot Blade

    • Computer Games
    • Lead Technical Artist
      • Jan 2012 - May 2012

      I undertake a wide array of tasks in both artistic and engineering capacities. The tasks I handle can be widely varied from day to day but some of the highlights are listed below. Art tasks I handle include: - Rigging - Particle Effects - Mesh Optimizations - Troubleshooting Assets Coding/Tech tasks include: - Scene Scripting (LUA) - Game Logic Programming (LUA) - Tool Creation and Task Automation (MEL) I believe this position let me truly embrace what it is to be a technical artist. I was an integral part of both our art and engineering pipelines. As such I got to balance on a fine line between logic and creativity while embracing the better aspects of both. Credited on Minibots Training Facility (PlayStation Home Game) Show less

    • United States
    • 1 - 100 Employee
    • Jr. Tech Artist
      • Jun 2011 - Sep 2011

      Prepared scenes for animators, ensured scenes met technical specifications after animators were done with them, resolved unexpected issues that arose with rigs, props, and scripts, ensured that scenes progressed smoothly through the pipeline and ensured the quality of the end product. Credited on Uncharted 3 Prepared scenes for animators, ensured scenes met technical specifications after animators were done with them, resolved unexpected issues that arose with rigs, props, and scripts, ensured that scenes progressed smoothly through the pipeline and ensured the quality of the end product. Credited on Uncharted 3

    • Higher Education
    • 1 - 100 Employee
    • Student
      • 2006 - Mar 2011

      Bachelors of Science in Game Art & Design Bachelors of Science in Game Art & Design

    • Lead Technical Artist
      • Jan 2009 - Jun 2009

      I served as the Lead Technical Artist on a 7 person team tasked with creating what was at the time a next-gen, fantasy-realism, environment styled towards Sony Online Entertainment's Everquest II. This project was put together using the Unreal Tournament 3 Engine. This project took place over the course of two quarters at the Art Institute of California San Diego representing two upper division courses. The courses consisted of working as an art team while receiving guidance and criticism from Art Director of Sony Online Entertainment and the Lead and Senior Artists of the Everquest 2 team at SOE who would visit the campus for each of our milestones to critique our work and progress. My duties on the team included: - Prop modeling - Lighting - Texturing - Setting up and controlling game dynamics - Managing UT3 level files & packages - Scripting (UnrealScript and Kismet) Show less

    • Web Designer
      • Jan 1999 - Sep 2004

      This was a freelance web design project I ran for a few years. Some were paid jobs. Mostly this was hobby level work I did for friends' businesses or clubs. Most of the pages were hand coded in HTML and Javascript decorated with original artwork. None are currently active. This was a freelance web design project I ran for a few years. Some were paid jobs. Mostly this was hobby level work I did for friends' businesses or clubs. Most of the pages were hand coded in HTML and Javascript decorated with original artwork. None are currently active.

Education

  • Art Institute of California San Diego
    BS, Game Art and Design
    2006 - 2011
  • Grossmont College
    Computer Science (Programming Emphasis)
    2004 - 2006

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