chris perrella
technical artist
artstation / blog / twitter / email
work experience
manager, technical art - lightspeed studios @ nvidia (2024 - present)
- lightspeed technical art team manager
senior technical artist - lightspeed studios @ nvidia (2023 - 2024)
- lightspeed technical art team
software dev - omniverse @ nvidia (2022 - 2023)
- omniverse create tools team - ux & development for world creation pipelines.
- work with devtech teams to help design & test emerging technology workflows for external games production.
senior core technical art lead @ insomniac games (2021 - 2022)
core tools and technology team. department vision, planning, scheduling and execution of 3 technical art teams (engine & tools, procedural generation, photogrammetry.)
titles contributed to:
marvel’s spider-man 2 (2023, PS5),
marvel’s wolverine (tba, PS5),
core technical art lead @ insomniac games (2016 - 2021)
core tools and technology team. focussing on rendering, proprietary engine tools, texture pipelines, terrain, houdini, & guiding artists in performance optimizations.
- hire, mentor, and provide performance reviews for a team (3-4) of technical artists.
- facilitate inter-department communications involving tech art, rendering, and next-gen paradigm shifts. ie: ray-tracing shaders, fast-loading (ssd), next-gen performance metrics.
- work with gfx engineers to implement render features. test content, artist facing implementations, production roll-out. ie: spline hair, next-gen characters, next-gen materials, weather.
- work with tools engineers to design & implement engine tools. test content, artist interfaces, evangalize. ie: terrain, houdini level editor implementation.
- transition studio node-based shaders to hlsl fragment uber shader.
- implement photogrammetry pipelines. design and construction of body and facial morph target scanning installation, on-site capture, surface aquisition.
- substance product pipeline interop & automated texturing design and implementation.
titles contributed to:
ratchet & clank: rift apart (2021, PS5),
marvel’s spider-man remastered (2020, PS5),
marvel’s spider-man: miles morales (2020, PS5, PS4),
marvel’s spider-man & dlc (2017, PS4)
senior technical artist @ turtle rock studios (2015 - 2016)
- interop and viewport sync for substance products and cryengine.
- created master node-based shaders for unreal engine 4 and maya.
- assisted graphics engineers in prototyping procedural and houdini destruction systems.
- created slr emulated tone-mapping, screenspace weather post effects.
titles contributed to:
evolve stage 2 (2016, PC),
cancelled titles
technical artist @ firaxis games (2014 - 2015)
- created node-based shaders for unreal engine 3. ie: clear coat, cloth, glass, iridescence, sky, filmic tonemapping, screen space post effects.
- production lighting. ie time of day, environment lighting, cinematic lighting, color grading and post effects.
- assisted gfx engineers iterating on lighting tools and features. ie: realtime gi via light propagation volumes, tools time rsm, virtual point lights, cubemap convolving and character light rigs.
titles contributed to:
xcom 2 (2016, PC)
product designer @ autodesk inc (2013 - 2015)
assisted in acquisition of bitsquid engine. worked with team to evaluate engine, (re)-design new features and tools for stingray.
- designed tools, content pipeline and dcc interop for new game engine.
- shader/material research and development.
- managed outsourcing for example and test content. ie: asset briefs and review
software contributed to:
stingray,
maya lt
environment texture artist @ sucker punch productions (2012 - 2013)
- pbr texture and material creation. ie: uv mapping, vertex paiting, skirting, lods
- pipeline scripting. ie: photoshop js, maya
titles contributed to:
infamous: second son (2014, PS4)
contract work (2010 - present)
public speaking
software
- maya
- houdini
- photoshop
- painter/designer
- world machine/gaea
languages
- python/javascript
- hlsl/glsl
- vex/mel
education
bfa interactive media and game design
savannah college of art and design - savannah, ga
references
contact information available upon request.
- giac veltri advanced senior tools engineer @ insomniac
- jeremy shopf principal graphics programmer @ zenimax
- gavin goulden art director @ insomniac