chris perrella

software dev - omniverse @ nvidia

View the Project on GitHub chrisperrella/site

chris perrella

technical artist

artstation / blog / twitter / email

work experience

manager, technical art - lightspeed studios @ nvidia (2024 - present)

senior technical artist - lightspeed studios @ nvidia (2023 - 2024)

software dev - omniverse @ nvidia (2022 - 2023)

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.

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)

titles contributed to: evolve stage 2 (2016, PC), cancelled titles

technical artist @ firaxis games (2014 - 2015)

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.

software contributed to: stingray, maya lt

environment texture artist @ sucker punch productions (2012 - 2013)

titles contributed to: infamous: second son (2014, PS4)

contract work (2010 - present)

public speaking

software

languages

education

bfa interactive media and game design
savannah college of art and design - savannah, ga

references

contact information available upon request.