Gary Snyder

Gary Snyder

CG Supe @ EAC

Supervisor VFX Supervisor / 29 yrs

Burnaby, Canada Area

Hire Me

Technical Art Director

Tron: Evolution (2010)

Technical Art Director

Turok (2008)

Art/Technical Art Director

Cel Damage

A game industry veteran with over 20 years of experience, looking for opportunities that will build on my leadership and managerial experience, while pushing my technical and creative skill set further.

Past Projects / Clients include:
- Unannounced - Capcom Games Vancouver
- Command & Conquer - PC / Origin - Electronic Arts / Victory Games
- Sports Connection - Wii U - Ubisoft Vancouver
- Motion Sports Adrenaline - PS3 / XBox 360 - Ubisoft Vancouver
- Tron: Evolution - PS3 / XBox 360 - Propaganda Games / Disney Interactive
- Turok - PC - Propaganda Games / Disney Interactive Studios
- Rainbow Six: Vegas - XBox 360
- Rocketmen: Axis of Evil Webisodes - Raichert Media / Wizkids Entertainment
- Crash Demo - XNA / GDC / E3 - Pseudo Interactive, Inc.
- Cel Damage - XBox / PS2 - Pseudo Interactive, Inc.
- Ultima IX - PC - Origin Systems, Inc.
- Ultima Online - PC - Origin System, Inc.

Skills:
- Content Creation: Procedural Materials, Physically-Based Rendering, Lighting, Modelling, Texturing
- DCC Applications and Middleware: Unity, UDK, Havok, Simplygon, Substance Suite, Modo, Maya, ZBrush
- Scripting / Programming: Python, PySide, PyCharm, C#, MEL Scripting
- Content Profiling / Optimization
- Project Management: JIRA, Confluence, Dev Track, Office
- Leadership: People / Team Management, Career Development
Work History
  • CG supervisor

    Electronic Arts Canada

    November 2015 - Present
  • Technical Art Director

    Capcom Vancouver

    March 2014 - September 2015
    Burnaby, British Columbia

    I lead an onsite team of Senior Technical Artists representing multiple Art and Product Disciplines. As the TAD, my focus is driving improvements in Process and Pipeline through improved communication. The ultimate challenge for any Technical Art Team is in maximizing our ability to affect change at the Product and Studio levels by exploiting our unique position at the hub of games development. My role as a TAD is to enable our team to achieve their full potential.

  • Technical Art Director

    Electronic Arts

    March 2012 - October 2013
    Playa Vista, California USA

    Led 5 Technical Artists distributed between LA and Shanghai to architect, troubleshoot, and automate our art production pipeline using the Frostbite 3 engine in the creation of Command & Conquer, the first RTS game on that platform. Special focus on Lighting, Materials, and Rendering as well as performance profiling and memory optimization.

  • Technical Art Director

    Ubisoft Vancouver

    March 2011 - January 2012
    Vancouver, British Columbia Canada

    Collaborated with the Art Director and the Tools and Rendering Teams to identify and drive feature development for Motion Sports Adrenaline and Sports Connection. Special focus on developing content creation workflows and standards of our physically-based rendering pipeline for Sports Connection.

  • Technical Art Director

    Propaganda Games

    July 2007 - January 2011

    Led 2 Technical Artists to troubleshoot and further-develop our existing pipelines on Turok. Led VFX and Lighting teams to address the special needs of Tron: Evolution. Special focus on the development of a batched "reflection card" system that was eventually included with the UDK, as well as championing the use of the Beast Lighting Technology.

    Projects:
    Studio Account Manager - Autodesk
    Turok PC (2008)
    Turok 2
    Tron: Evolution - The Video Game (2010)

  • Technical Director: Art

    Ubisoft Montréal

    July 2004 - June 2007


    On Rainbow Six: Lockdown and Rainbow Six: Vegas, teamed with artists to identify, develop, and document ideal workflows in conjunction with the Software Engineers. On Shaun White Snowboarding, I designed a procedural generation workflow via World Machine that enabled artists and level designers to rapidly prototype playable mountains for our open-world snowboarding game.

    Projects:
    Coordinator - ZBrush 3 Beta
    Shaun White Snowboarding (XBox 360 / PS3) - Technical Director : Graphics / Level Design
    Tom Clancy's Rainbow Six : Vegas (XBox 360) - Technical Director : Graphics
    Tom Clancy's Rainbow Six : Lockdown (XBox) - Art / Technical Direction

  • 3D Production Specialist

    Raichert Media

    March 2005 - November 2005


    3D Shot Production for web episodes promoting Wizkids' 'Rocketmen' tabletop game.

    Duties:
    -Modelling (NURBS)
    -Texturing (Illustrator and Photoshop)
    -Animation (Maya and After Effects)
    -Cel Shaders (Mental Ray)
    -Post Production and VFX (After Effects / Maya)
    -Render Network Setup and Maintenence (OS X / X11)

  • Art Director / Technical Art Director

    Pseudo Interactive, Inc.

    January 1998 - May 2004


    Projects:
    Cel Damage
    Cel Damage Overdrive (PAL PS2)
    Vectorman (PS2 - Cancelled)
    XNA "Crash" Demo (GDC / E3)
    Full Auto

    Responsibilities included:
    -Art Team Management / Scheduling
    -Establishing and Maintaining the visual style
    -Graphics Technical Direction
    -Employee Reviews
    -Member of the company's Steering Comittee
    -Many other tasks

    As a critical resource in a small company, I participated in almost every step of the production process for several years.

  • Lead Artist

    Ion Storm

    March 1997 - November 1997


    Projects:
    Doppelganger (PC - Cancelled)

    As a Lead Artist, I was largely responsible for colaborating with the Engine Programmers in prototyping the Character and Terrain systems for an unreleased project. Characters utilized a voxel-based rendering method, while the Terrain system was a largely-procedural, pre-rendered sprite array.

  • Advanced Graphics Specialist

    Origin Systems, Inc.

    March 1995 - March 1997


    As an Advanced Graphics Specialist, I provided content for both cinematic and runtime use by way of Alias Power Animator, 3DS Max, Lightwave, and various compositing applications and game engines. Notable duties:
    Ultima IX
    -Character / Object Modeler and Character Animation
    -Animation System development / documentation
    -Cutscene VFX / Integration
    Ultima Online
    -Cutscene Artist

Education
  • Associate of Arts (A.A.) in Computer Animation & Multimedia

    The Art Institute of Dallas

    1993 - 1995