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.