Mark Fernandez
Mark Fernandez
Technical Artist
San Jose, United States

As a highly motivated Technical Artist with a passion for game development, I have a solid understanding of modeling, lighting, rendering, shading, and programming. I am constantly seeking opportunities to improve my skills and learn new techniques, with a focus on establishing efficient pipelines, optimizing workflows, building tools, and automating monotonous tasks. In addition to my extensive experience in the field, I am currently pursuing full-stack development to enhance my capabilities and drive success for the team. I am a self-starter and a go-getter, always looking for ways to add value and contribute to the project's success.

Resume PDF

Skills

C++Python ScriptingJavascriptHard Surface ModelingEnvironment ModelingProp Modeling3D ModelingJavaScript ScriptingTexture BakingUE4 BlueprintsRenderingReal-Time LightingLightingLow-poly ModelingArchitectural VisualizationHigh-poly ModelingPBR TexturingAutomationProcedural GenerationTypescriptTools ProgrammingProgrammingSolidityWeb3

Software proficiency

C++
C++
Python
Python
Blender
Blender
Houdini
Houdini
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Gaea
Gaea
Maya
Maya
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Unity
Unity
Quixel Mixer
Quixel Mixer
World Machine
World Machine
SpeedTree
SpeedTree
C#
C#
WebGL
WebGL

Experience

  • May 2022 - Present
    Technical Artist | Gameplay Developer at Studio Takosu, LLC
    San Jose, US

    "Project Flashpoint," a passionate side-project, is a dynamic open-world survival FPS that immerses players in a contemporary post-apocalyptic setting, drawing inspiration from iconic elements of popular zombie culture. This project is a personal endeavor to blend the thrilling gameplay mechanics of classics such as Resident Evil: Outbreak, Fallout 4, Valheim, and Escape from Tarkov, emphasizing a player-centric experience where choices and strategies lead the way.

    ● Created high-quality assets and prototypes, highlighting technical and artistic capabilities within

    Unreal Engine.

    ● Developed key gameplay mechanics utilizing C++ and Blueprints for gameplay POCs.

    ● Developed Networked Game logic for the Multiplayer Shooter utilizing the Steam Online Subsystem

    ● Developed UE5 tools for asset management and procedural systems using Blueprints.

    ● Authored multiplayer game modes and a Unreal Engine Editor plugin for asset clean-up.

  • February 2023 - December 2023
    Senior Technical Artist at MGM Resorts International - Innovation Team

    ● I contributed to the design of multiple proof of concepts (POCs) leveraging Unity, Unreal Engine, and

    ThreeJS to craft captivating virtual experiences.

    ● I was instrumental in developing virtual environments for Security Training Scenarios and a Casino

    Sandbox Proof of Concept.

    ● I created an automated pipeline for rendering cinematics using Movie Render Queue with a powerful

    combination of C++, Python, Redis, Docker, and JavaScript.

    ● Engaged in research and development, we harnessed the power of machine learning to elevate

    in-game AI interactions within virtual experiences powered by Unreal Engine.

  • November 2021 - February 2023
    Senior Technical Artist | Software Developer at Swivel Meta
    San Jose, California, US

    ● I played a key role in creating cutting-edge VR and web applications, specializing in real-time

    performance optimization and feature programming.

    ● I harnessed the power of Unreal Engine for look development, with a key focus on crafting captivating

    and engaging virtual environments.

    ● I developed Python tools for Blender to revolutionize efficiency by optimizing asset export and texture

    baking processes.

    ● I offered technical support for various art-related matters.

    ● I leveraged version control tools like Git and Perforce to manage assets and code effectively, ensuring

    streamlined and efficient workflows.

    ● I worked closely with the CTO, CPO, and lead developers to improve product quality and implement

    new features.

    ● I have gained expertise in Solidity to create NFT contracts for our app, enabling us to expand its

    capabilities and provide more value to our users.

    ● Authored experiences and new features for scenes within Decentraland

    using Typescript (a Unity-based platform)

  • June 2016 - November 2021
    Technical Lighting Artist | Production Project Coordinator at Outward Inc
    San Jose

    ● I successfully oversaw project timelines and ensured the timely delivery of content for a variety of

    projects.

    ● I developed crucial workflows for Ensemble, a cutting-edge room planning design tool tailored for

    Interior Designers, ensuring seamless and efficient design processes.

    ● Created powerful Python tools to automate image editing in Photoshop and Blender, while also

    streamlining 3D file processing, resulting in a more efficient content delivery pipeline.

    ● Partnered with cross-functional teams to effectively troubleshoot issues and generate innovative

    solutions through collaborative brainstorming.

    ● I played a critical role in developing the 3D pipeline for VR and web applications while aligning with

    2D/3D content pipeline requirements.

  • December 2015 - June 2016
    3D Artist at Outward Inc
    San Jose

    - Responsible for creating production assets in a 3D modeling program using high/low polygon modeling

    - Tackling assets from start to finish in a team environment to meet tight deadlines

    - Quality control to insure 3D assets achieve industry standards for realistic rendering

    - Managing substantial amounts of images in an efficient manner to meet customer needs