Stuart Cunningham
Stuart Cunningham
Technical Environment Artist - 343i
Seattle, United States

Houdini Technical Artist - Primarily focused on procedural environment content generation and tool building.

Resume PDF

Skills

Shading3D Modeling3D PrintingLightingProp ModelingTexturing3D ScanningPython ScriptingMaterialsTexture BakingHoudiniVRProcedural TexturingR&DprototypingBlueprintsTech ArtProcedural Content GenerationProcedural Tool Building

Software proficiency

Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Unity
Unity
Quixel Suite
Quixel Suite
Photoscan
Photoscan

Productions

    • Video Game
      Halo: Infinite
    • Year
      2021
    • Role
      Houdini Technical Artist
    • Company
      343 Industries
    • Video Game
      The Haunted Graveyard
    • Year
      2018
    • Role
      Environment / Technical Artist
    • Company
      HoloSpark
    • Video Game
      Seance: The Unquiet (Preview)
    • Year
      2017
    • Role
      Environment / Technical Artist
    • Company
      HoloSpark
    • Video Game
      The Impossible Travel Agency
    • Year
      2016
    • Role
      Environment / Technical Artist
    • Company
      HoloSpark

Experience

  • Houdini Technical Artist at 343 Industries
    Redmond, United States of America
    March 2019 - January 2023

    -Primary Houdini Technical Artist

    -Procedural art generation such as Erosion and Flowmap generation

    -Developed procedural tools for environment workflows

    -Developed tools to interact with game file natively in Houdini

    -Pipeline maintenance for Houdini

    -Python scripting

    -LOD and Collision Sheriff - Collaborated with pipeline team to improve workflows and guide artists relating to LOD and Collision

    -Helped resolve blocking issues when artists encountered problems

    -Profiling builds and content to identify bottlenecks and trouble assets

  • Technical Artist at Fun Bits
    Seattle
    February 2019 - March 2019

    -Short term contract

    -Porting existing project from Oculus Rift to Oculus Quest (First Contact)

    -Build and content profiling to identify problem areas for performance

    -Shader and Content optimization

    -Provided documentation on how best to optimize content for artists.

  • Environment and Tech Artist at Holospark
    Seattle, United States of America
    March 2016 - January 2019

    -Performance testing and optimization for Virtual Reality

    -Creating art tools for rapid iteration using Houdini and Blueprints in Unreal Engine

    -Modeling and Texturing Environments using Maya and Substance or Quixel

    -Creating Materials/Shaders using Unreal Engine

    -Creating user interfaces for use in VR

    -Animation implementation and engine support

    -Bridging the communication gap with programmers and artists

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