AAA Games & Technical Art

L.A. Noire & Project WOTO Character Pipelines

Character-team leadership and principal character ownership on L.A. Noire, with scanned-head and shader development spanning late production through Project WOTO.

The problem

The production required reliable character workflows across scanned-head technology, principal character variation, deformation, shaders, and high-volume team coordination.

What I built

Principal character assets, team production systems, character references, technical troubleshooting workflows, and collaboration with programmers on artist-facing controls.

My contribution

I was responsible for Cole Phelps and many principal characters, led the character team, coordinated tasks and references, and contributed to pipeline R&D beyond the shipped title.

Tools and technologies

Autodesk Maya, ZBrush, Mudbox, Photoshop, Python, MEL, Jira, proprietary engine and scanning technology.

Outcome

The team shipped L.A. Noire. My scanned-head, deformation, shader, and artist-facing tool work began during late L.A. Noire production and continued throughout Project WOTO research and development.

Public evidence

View the Cole Phelps turnaround