Tim Wiese | Technical Artist
I have always had a passion for making games. It all started when I got my hands on the level editor for the game “Interstate 76” (which led into Unreal Tournament and so on...). From that moment on I have dedicated myself to making great art and learning the tech for games.
I have a strong art background with a degree in Game Art and Design, as well as a passion for programming.
I love to get “under the hood” of the tech I'm working with, to not only understand it completely, but find ways in which I can make things better, smoother, cleaner for the team. I love working in a team and finding solutions to difficult art problems.
- Creating high-quality 3D art for games and staying within tight budgets
- Programming in C#, Maxscript, learning any new language that comes my way.
- Developing art pipelines and budgets
- Creating real-time shaders for games
Software: 3ds Max, Photoshop, Visual Studio, MonoDevelop, Zbrush, Mudbox, nDo, Crazybump
Engines: UDK, Unity3D, Infernal, C4, Source, Torque
Stomp Games, Tencent Boston
February 2011 – November 2012 (1 year 10 months)
- Created high end 3d assets for Unannounced MMO project.
- Working within restrictions of a browser/facebook based game and still creating "next-gen" asset under very tight budgets.
- Part of the Tech Art team, teaching people on all aspects of Unity3d. Work with other Tech Artists to determine best optimization practices and implement them.
- Gate Keeper for FX Art budgets, keeping the FX team within set guidelines.
- Tools programming in C#. Many of my tools are used company wide. Created a UI Tool that drastically increased work flow speed for all things UI. Multiple tools for level building and design which have sped up the process of level creation and population of levels tenfold.
- Wrote/Modified Gameplay scripts in C# when programmers were too backed up to get to it.
Shipped Title: Robot Rising (http://www.robot-rising.com)
High Voltage Software
April 2009 – September 2010 (1 year 6 months)
- Created high quality environment art for multiple console systems(Xbox 360, PS3, PS2, PSP, Wii)
- Worked on The Grinder in Infernal Engine creating Environment art and multiple shaders.
- Wrote many walk through tutorials and wiki pages on using the Infernal engine (Setting up Physics Collision, Visual Shader Editor, Infernal Interface Tips).
Shipped Title: Astro Boy the Video Game
September 2004 – April 2008 (3 years 8 months)
- I was a swing supervisor, I supervised around 5-50 people at any one time, in a very fast paced and sometimes dangerous environment at O'Hare International Airport.
Westwood College of Technology
Bachelor of Applied Science (B.A.Sc.) Game Art and Design
2005 – 2008
- Excelled beyond expectations of the school, I am quite regularly asked to come back and mentor or talk to current students about my success and what I did to achieve it.
- Developing Indie Games (my passion for games extends well into my free time) I am always working on projects outside of work to further develop my skills as a programmer, artist, and all around developer.
“I cannot recommend Tim highly enough. He consistently made my life as Lead easier by working tirelessly and without complaint, finishing tasks faster than anticipated while still setting the quality bar with his assets.
What really sets Tim apart, however, is his burgeoning technical prowess. Tim began producing tools in his own time that addressed common complaints from the team, drastically increasing productivity while reducing rage. After that his time was split between art and tech. Coming from a strong art background gives Tim the innate knowledge of what tools are needed and how other artists would want to use them, often anticipating the needs of the team with added functionality in his tools.
I would work with Tim again in an instant.”
Ian Wells, Lead Environment Artist, Stomp Games, Tencent Boston
“I sat next to Tim for about a year, and directly benefited from his excellent skillset. He's not only a very talented 3D artist, cranking out amazing assets, but he also wrote a bunch of Unity tools for us that saved a ton of headaches, and sped up our workflow tremendously. Tim is awesome!”
Eric Chadwick, Senior World Builder, Stomp Games, Tencent Boston
“Tim has a passion for figuring things out. He has the uncanny ability to quickly pick up new things and master them. When he opened Unity for the first time, he became unstoppable in his pursuit of taming the engine and bending it to his will. He started with Uscript, learning as much as he could, and then quickly moved into C# scripting and began making excellent tools for the team. He created fantastic UI tools that made my job infinitely easier. Not only is he great at critical thinking and figuring things out, he has years of experience as a 3d artist, making him an incredible individual to have on your team. I have a good feeling that Tim is going to grow to become a rockstar in his field and I highly recommend him!”
Kelly Aleshire, General Artist, Stomp Games, Tencent Boston
“I had the pleasure to work with Tim Wiese as his Art Director at Stomp Games. When I first joined the team, Tim was already an accomplished Environment Artist, however, during the development of our current project, Tim found his true calling in the field of Technical Art.
In addition to his environmental artist tasks, he was personally driven to research technical solutions to problems that challenged the art team. In his own time, he created and distributed tools that provided answers and time saving measures for himself and his fellow artists. Tim’s contributions were quickly valued and more of his work time was dedicated to his passion for solving problems and finding solutions that reside in the area that bridges the gap between tech and art.
A true tech artists is a rare breed, and to see Tim grow into one that has received so many accolades from his team in such a short period of time gives me great confidence that he will be an essential addition to any company looking for a Tech Artist and/or Unity Tools Programmer. My recommendation is to hire him now, because talent such as his is a rare commodity in our industry.”
Christopher Winters, Art Director, Stomp Games, Tencent Boston
“I believe Tim possesses the combination of skills and potential that the new generation of Tech Artists should have He’s a multi-talented individual whose skills span from the creative to the technical. He’s as comfortable making high quality 3D assets as he is making tools in C# that improve pipelines and workflow. He is a quick study of new concepts and ideas and adept at problem solving. I believe his true passion lies in the more technical side of game art development and showed this through the creation of many pipeline enhancing tools. This having been said, his 3D work is top notch. This just shows how truly effective he can be in development. He keeps a sharp focus and a cool head and is tirelessly dedicated to project goals. I’m confident that his versatility and capability will make him an asset to any team he is part of.”
Eric Campanella, Lead Animator/FX Artist, Stomp Games, Tencent Boston
“Tim has all the ingredients to be a good technical artist: he is well versed in 2D and 3D art content creation, and he is capable of writing awesome tools for the artists to boost their productivity. What's more impressive is that he is constantly on the look for ways to improve art workflow. Tim has explored extensively on how to write editor tools in Unity, and is willing to share his knowledge with his teammates. His hardworking and drive for excellence are highly appreciated by our team. Tim will be a great asset for any game company.”
Tong Chen, Senior Technical Artist, Tencent Boston
“Tim is a 'fire and forget' employee in that when you give him something to do, he'll knock it out of the park. Tim also refuses to have any idle time and goes out of his way to find things to do, including writing custom tech art scripts that has the rest of the company flooding him with praise and appreciation. Tim is ridiculously easy to manage (I wish everyone was that easy), a joy to have on your team and one of the hardest working people I've had the honor to lead.”
Jonathan Rudy, Systems Designer, Tencent Boston
“I have had the pleasure to work with, and have gotten to know Tim very well, for the past 2 years while working together at Stomp Games. We have worked on two game titles together, as well as a third title in our own spare time. Any company would highly benefit from having Tim on their team. Without a shadow of a doubt.
Tim arrived at Tencent Boston / Stomp Games as great environment artist, beating out some pretty fierce competition to get the position. It was clear in time that Tim's skills extended beyond just his artistic abilities. He soon filled a void for our environment and world building team, by creating tools in C# and MaxScript, thereby saving them hundreds of hours, ironing-out workflows for artists, while still maintaining his duties as an incredible environment artist.
Tim was quickly scooped up into our Tech Art team, and before long was given new responsibilities which he executed flawlessly. Tim is a sherpa and a sponge; he has an insatiable thirst to help his peers climb new heights and jumps at the chance to learn new tech, even if it means on his own dime and time.”
Christophe Marchal, Tech Artist, Stomp Games, Tencent Boston
“I had the pleasure of working with Tim at Stomp Games. I found him driven to excel in his craft and I believe he made excellent strides toward branching out into technical art. As an environment artist he could be counted on to create quality work on time and within our art budget constraints. Tim would make an excellent hire and I hope we make work together again someday.”
Jeff Goodsill, Vice President & General Manager, Stomp Games, Tencent Boston