Tyler Lewis
Tyler Lewis
Sr. Technical Artist
Cary, United States

Summary

Dynamic and innovative 3D Technical Artist with a deep expertise in problem-solving and technical artistry within the gaming industry. Renowned for creating immersive, visually captivating designs that drive engagement and resonate with players. With a strong track record of success, including receiving the prestigious VR Unreal Development grant, I am currently focused on pushing the boundaries of visual storytelling and technical excellence by developing my own game. I bring a blend of creativity, technical proficiency, and a passion for continuous improvement to every project.

Key Skills:
Collaborative Team Player with Excellent Communication
Expert in Creating Visually Compelling Designs
Skilled in Conception Analysis & Development
Proficient in Environment, Weapons, and Hard Surfaces Modeling
Experienced in Complex Project & Process Management
XR and UE5 Specialist with Advanced 3D Artistry Skills
Technology Proficiency

Unreal 5 | Houdini | Maya | Max | Zbrush | Substance Suite | Keyshot | Rhino | Blender | Photoshop | Illustrator | CLO | Unity | Cry Engine | Lumin SDK | HTC Vive | Oculus Rift | ML1

Skills

Environment ModelingHard Surface ModelingTexturingUV MappingPBR Texturing

Software proficiency

3ds Max
3ds Max
Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity

Productions

    • Video Game
      Dreadnought
    • Year
      2016
    • Role
      QA
    • Company
      6FT
    • Video Game
      Grey Goo
    • Year
      2015
    • Role
      QA
    • Company
      6Ft

Experience

  • Technical Artist at Meta
    October 2024 - Present

  • Sr. Technical Artist at Vntana
    June 2020 - July 2024

    Led the troubleshooting and optimization of 3D asset creation pipelines for major clients, enhancing the efficiency of their workflows.

    Collaborated with Keyshot to improve the GLB exporter, resulting in more streamlined content export processes.

    Authored comprehensive export documentation for various 3D software, ensuring consistency and accuracy across multiple platforms, including 3DS Max, Blender, Browzwear, Clo3D, Cinema4D, Keyshot, Maya, Modo, Nx CAD, OnShape, Rhino, Revit, SolidWorks, Substance Painter, Unity, and Unreal.

  • Sr. Artist/ Test Engineer / Tech Consultant at Magic Leap
    Austin
    January 2018 - April 2020

    Test Engineer:

    Created and executed test plans for artistic tool sets, gave feedback to the team from an artistic perspective in terms of usability and how the tools relate to comparable programs. Assisted the design process of various system and engine components by providing feedback as well as detailed breakdowns of various systems.

    Sr. Artist:

    In addition, I worked with various teams within the company to create tutorials/course and example content (ranging from animations to character art) for use internally and externally most notably:

    -3D modeling primer

    -Introduction into texturing

    -Introduction into Maya

    -Introduction into PBR materials

    -Blender Portal Icon Guide

    -Project Vulkan (UE4 Graphical Test app)

    -Hockey Prefab Example

    Technical Consultant:

    -Assisted the Enterprise sales team in assessing our clients pipelines so that we could improve the export process and reduce the time it takes to get content to the device.

    -Assisted UT school of Architecture in exploring possible use cases for the device as well as providing technical assistance to help them get their projects running on the ML1.

  • Senior Designer at Kompan A/S
    Austin, United States of America
    November 2016 - January 2018

    Create 2D site plans for playgrounds to follow ADA and ASTM rules and regulations. Create realistic 3D renders of playgrounds for use in sales meetings. Currently teaching and implementing Substance Designer and Unreal engine 4 for use in AR and VR previsualization.

  • QA Tester at 6ft
    Houston, United States of America
    August 2015 - November 2016

    Responsible for writing and executing test plans, smoke testing, reporting software defects, and confirming potential solutions for those software defects. They will report to the QA Manager and interface with the development, community, and customer support teams.

  • Multimedia Design Engineer at Lockheed Martin
    Orlando, United States of America
    October 2012 - July 2015

    Create high-quality 3D assets for use in various mediums, including major 3D simulations and still renders in coarseware. Recognized as a subject matter expert in real time environments; consistently meet and exceed customer expectations. Participate in projects for major organizations, including the U.S. Army and Air Force.

    • Create 3D and 2D assets, textures, real-time simulations, and pictures for implementation and usage in courseware; present real-time rendering solutions and serve as the internal modeling / 3D expert

    • Recipient of two MST YEA! Awards for being the most enthusiastic team member and maximize performance and the Lockheed Martin Corp. Spot Award for contributing to a major military project

  • Contract Artist at ShardLine Entertainment
    Orlando, United States of America
    September 2014 - October 2014

    Contracted to model primary weapon. Modeled high poly and low poly main weapons for the game Identity Crisis; produced 3D designs within a gaming environment, created real-time simulations and designed and developed artwork for the video game.