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<p>This is a blog about technical art, particularly Maya, Python, and Unity. With lots of obscurantist references thrown in for my own amusement.</p>
<h2>About the Author</h2>
<p>I fell in love with computer animation in the Dark Ages, in more ways than one: I dropped out of a Ph.D. program in ancient history to start rendering 3D scenes on the Brown University mainframe back in the wee early 1990’s. I went pro in 1993, doing animations for a variety of commercial and television projects.</p>
<p>My first game job was building mechs and environments for <span class="caps">FASA</span>’s MechCommander in 1995.</p>
<p><img src="https://upload.wikimedia.org/wikipedia/en/6/6e/MechCommander_Coverart.jpg" class="img-rounded" alt="mech commander" width="144" height="180">
<img src="http://pcmedia.ign.com/pc/image/object/614/614184/649563.jpg" class="img-rounded" alt="half-life" width="144" height="180">
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<img src="http://img.gamefaqs.net/box/9/8/2/65982_front.jpg" class="img-rounded" alt="halo 3" width="144" height="180">
<img src="https://upload.wikimedia.org/wikipedia/en/7/7f/State_of_decay_logo.jpg" class="img-rounded" alt="state of decay" width="144" height="180">
<img src="https://store-images.s-microsoft.com/image/apps.24140.14365785075596216.1152921504746356111.6eca970c-67e7-43fe-a062-369553e1b979?w=180&h=270&q=60" class="img-rounded" alt="state of decay 2" width="144" height="180"></p>
<p>In the subsequent decades(!) I’ve been very lucky to fall in with some great projects. I was an artist and animator on <em>Half-Life, Team Fortress Classic, Team Fortress 2</em> and <em>Counter-Strike</em> at Valve. I gradually moved from production art to focusing on tools and pipelines, first as the artist-in-residence for the <em>Granny</em> animation system, then as the technical art manager at Zipper Interactive (<em><span class="caps">SOCOM</span> 3</em> and <em><span class="caps">SOCOM</span> <span class="caps">M.A.G.</span></em>). I was technical art director at Bungie (<em>Halo 3</em> and <em>Halo <span class="caps">ODST</span></em>). </p>
<p>I’m currently the technical art director for Undead Labs (<em>State of Decay</em>).</p>
<div style='float: left; margin:10px'><a href="https://www.amazon.com/Production-Pipeline-Fundamentals-Film-Games/dp/0415812291/ref=as_li_ss_il?ie=UTF8&qid=1465705902&sr=8-1&keywords=production+pipeline+fundamentals+for+film+and+games&linkCode=li3&tag=tecsurgui-20&linkId=d3bd4fc1b0bfcf823dafb7ad5efc0a99" target="_blank"><img border="0" src="//ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&ASIN=0415812291&Format=_SL250_&ID=AsinImage&MarketPlace=US&ServiceVersion=20070822&WS=1&tag=tecsurgui-20" ></a><img src="//ir-na.amazon-adsystem.com/e/ir?t=tecsurgui-20&l=li3&o=1&a=0415812291" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /></div>
<p>I wrote the Pixel Pusher art column for Game Developer magazine from 2003 until the magazine ceased publishing in 2013. I’m one the authors of <a href="http://amzn.to/1YkJidv">Production Pipeline Fundamentals for Film and Games</a> from Focal Press. </p>
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