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Kyle Dail
Kyle Dail
Technical Designer/ Artist
Los Angeles, United States

Summary

Working in areas such as game development and technical art to develop tools that help the project pipeline that I might be apart of.

Skills

Procedural ModelingGame DesignPBR Texturing3D AnimationLow-poly Modeling3D ModelingVR DevelpmentCharacter ModelingEnvironment ModelingDigital SculptingProp ModelingUV MappingCharacter AnimationLevel DesignTexture Baking

Software proficiency

Unreal Engine
Unreal Engine
Houdini
Houdini
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Maya
Maya
Substance B2M
Substance B2M
ZBrush
ZBrush
Headus UV
Headus UV
Photoshop
Photoshop
3ds Max
3ds Max
After Effects
After Effects

Reel

Productions

    • Video Game
      Spider-Man: Far From Home VR
    • Year
      2019
    • Role
      Technical Designer/ Artist
    • Company
      Create Advertising
    • Video Game
      First Man VR
    • Year
      2018
    • Role
      Technical Designer
    • Company
      Create Advertising
    • Video Game
      Skyscraper VR
    • Year
      2018
    • Role
      Technical Designer
    • Company
      Create Advertising
    • Video Game
      Spider-Man: Homecoming VR
    • Year
      2017
    • Role
      Technical Designer
    • Company
      Create Advertising

Experience

  • Technical Artist/ Designer at Create Advertising
    Los Angeles, United States of America
    April 2017 - January 2021

    - Integration of assets and optimization

    - User interface design and implementation, keeping to ease of use for the end-user and reusable menu objects for faster menu creations for other designers

    - In engine tool created with the use of Unreal Engine

    - Gameplay and actor/object programming with Unreal Engine blueprint systems

    - Asset and project optimization

  • Technical Artist/ Designer at Lindero Edutainment
    Irvine, United States of America
    November 2016 - November 2017

    - Streamlining existing game logic to be usable for other projects to help save time and allow for art changes to be easier to implement in future iterations

    - Creating assets, material shading, animations, game design, user interface and game-play logic for virtual reality

  • Technical Artist at Last Call Games
    Los Angeles, United States of America
    February 2014 - January 2016

    - Primarily responsible for third-person shooter characters such as the implementation of animations, game mechanics and material systems.

    - Texturing assets as well as build materiel systems in Unreal Engine that could be changed during run-time or for flexibility for other artists to use.

    - Worked with additional artists to make sure that assets would be technically sound when it came time for implementing into the game engine - Acting admin for project source control

    - Trained additional artists on the workflow's between integrating content to the Unreal Engine