Hello! I’m Mikyle, and I am a lifelong learner that loves establishing and improving pipeline workflows!
Currently: Interning at Blizzard :D
End Users: Animation, Modeling, Level Design
Languages: Python, C#, C/C++
UI Frameworks: WPF, Qt/PySide
DCC Tools: Maya, Blender, Houdini, Substance
Engines: Unreal Engine 5, Unity, Godot, and other proprietary technology
EXPERIENCE
> Still an intern!
> Developed a Maya tool to simplify the process of rendering out animations.
> Rigged a drone prop and weight painted two Legends skins released in Seasons 26 and 27.
> Addressed feedback and pain points from animators and created workflow documentation.
> Leads and mentors 15 tech artists, collaborating across 6 departments totaling over 100 people.
> Developed the studio’s pipeline from scratch with tools in python and C# across Blender and Unity.
TOOLS
Pipeline problems are fires. My tools? The fire extinguisher. Building rapport with my end users, I get to the root of the problem. What is the pain? Solving that pain is my goal.
Animation Exporter Tool
Problem:
Animators work in Maya, while shots are rendered out in Blender. Geo cache export process was highly error prone and tedious, requiring animators to manually select the rig's deforming geometry every time.
Solution:
Automate the caching and import process into Blender in one click. Cut the export process time by 50%. It also saves storage, as all intermediary cache files are now saved and deleted in the user's temp directory.
A tech art community w/ 750+ members, where our goal is to bring all tech artists together, break down barriers in tech art careers, and expand education for tech art.
> Organized 50+ meetups and workshops, including a GDC Meetup with 100+ attendees.
> Established a Linux-Ubuntu server hosted Tech Art Wiki, with ongoing content development.