Daniel Zeitler
Daniel Zeitler
Senior Techincal Artist at Level Ex
Chicago, United States

Summary

I love researching and creating new things everyday. Video games allow me to do that which keeps things fresh and exciting. Working with teammates has helped me build a strong teamwork mentality in everything I do because cities are not created by one single person. I'm a very technical person, so dealing with technology comes natural to me. I even built my own computer from scratch many times over. In my free time I like to figure out better, faster ways to do existing or new things in video game creation so that I can always have the most up to date knowledge of what is possible.

I like to go outside and bike as well as hiking in nature. A good contrast between technology and nature is healthy and strongly needed in the Gaming Industry.

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Skills

Visual scriptingMaterial creationPBR TexturingTexturingshader creationparticlesEnvironment ModelingITLightingFile ManagementTexture BakingProblem SolvingArchitectural VisualizationblueprintsComputer BuildingTeam CommunicationTask priority and organization

Software proficiency

Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
xNormal
xNormal
Quixel Suite
Quixel Suite
Shader Forge
Shader Forge
udk
udk
Playmaker
Playmaker
Amplify Shader
Amplify Shader

Experience

  • VFX/ Tech Artist at Flatter Than Earth
    San Francisco
    September 2015 - Present

    I process ideas, problems and requests from the team in all departments, then come up with solutions from start to finish. I am also in charge of getting prototypes created and put in game for testing in a rapid time frame. This often requires creating shaders, coded events with visual scripting tools, particle creation, VFX, camera work, lighting and 3D environment/ prop modeling.

    On top of being in charge of prototyping, I also am in charge of all tech used in the game; deciding on what tools get added or created, as well as drafting new tools. I create tutorials that teach the team how to use these tools, as well as provide support during introduction and usage.

    Any bugs or game engine issues go through myself who then works with engineering and design to analyze, then fix.

    Lastly all file management, rules and project organization are drafted / run through myself. This keeps our team synchronized from the prototyping phase ,all the way through the production phase.