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Ethan Simon-Law

Canada Senior Technical Artist & Generalist

Programmer, artist, UX enjoyer, and general tinkerer specializing in the creation of art pipelines, tools, cinematics, and game dev
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Acetylene - Physics-based Game
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Acetylene - Physics-based Game

Outer Worlds 2 (+ DLC)
obsidianbeamdog

Outer Worlds 2 (+ DLC)

Spectre Divide - Pipeline Tools
mountaintop

Spectre Divide - Pipeline Tools

Spectre Divide - Basecamp (App Launcher)
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Spectre Divide - Basecamp (App Launcher)

Spectre Divide - Ink Data
mountaintop

Spectre Divide - Ink Data

Killing Floor 3 - UDIM Masker
tripwire

Killing Floor 3 - UDIM Masker

Path of Exile 2 - Opening Cinematic
grinding_gear_gameslost_cosmonauts

Path of Exile 2 - Opening Cinematic

DOTA 2 - Continuum Conundrum Cinematic
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DOTA 2 - Continuum Conundrum Cinematic

DOTA 2 - Nemestice Cinematic
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DOTA 2 - Nemestice Cinematic

DOTA 2 - Diretide 2020 Cinematic
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DOTA 2 - Diretide 2020 Cinematic

DOTA 2 Hero Reveal - Muerta
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DOTA 2 Hero Reveal - Muerta

DOTA 2 Hero Reveal - Marci
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DOTA 2 Hero Reveal - Marci

CS:GO - Operation Riptide
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CS:GO - Operation Riptide

VFX Reel (2023)
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VFX Reel (2023)

GrabDoc - Blender Addon
personal

GrabDoc - Blender Addon

Vertex Colors Plus - Blender Addon
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Vertex Colors Plus - Blender Addon

Pie Menus Plus - Blender Addon
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Pie Menus Plus - Blender Addon

Screenshot Saver - Blender Addon
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Screenshot Saver - Blender Addon

Sci-Fi Gun (Game Ready)
personal

Sci-Fi Gun (Game Ready)

H&K G3 (Game Ready)
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H&K G3 (Game Ready)

Helmet (Game Ready) - Respawn Art Test
respawn

Helmet (Game Ready) - Respawn Art Test

Polsen MP-25 Megaphone (Game Ready)
personal

Polsen MP-25 Megaphone (Game Ready)

Mobile & Tower Crane (High Poly)
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Mobile & Tower Crane (High Poly)

Outer Worlds 2 (+ DLC)

Game DevTechnical Art
obsidianbeamdog

Responsible for pipeline development, custom tools, performance optimization, and otherwise supporting the Environment team. I was also the sole Technical Artist assigned to DLC work.

One of my largest assignment involved optimization of 40k cooked textures without perceivable loss in quality. There were few standards set by the previous pipeline devs in favor of artist convenience, meaning you'd find extreme cases of high or low Texel Density relative to asset scale. You'd also find duplicates of trims when textures weren't changed between variations but re-exported anyways. Because of this, biasing texture resolution globally isn't valid. I parsed most things manually, building dozens of small tools along the way to assist in filtering and performing batch operations on small bunches of assets. Before the fixes, VT pools were overflowing in mostly any context, my work completely erased these issues project-wide.

There is plenty I still have yet to share for this project, this page will be filled out soon.

2019-2026 Svelte Logo × Ryu Logo
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