As an Associate Technical Artist, my main jobs includes managing 3D assets crossing various platforms, developing new Maya tools and maintaining old ones and coordinating with artists to ensure all the deliveries meet production requirements.
The most challenging part for me is to keep on track with multiply issues and individuals at the same time. Through the whole production cycle, I learnt how to prioritize tasks and sort out the dependencies of them properly to achieve a higher working efficiency.
Position: Associate Technical Artist
Company: Electronic Arts Inc.
Time: Feb. 2016 - Feb. 2017
Softwares: Frostbite, Perforce, Hansoft, Gamechanger, Maya, Photoshop, Shotgun