raison d’etre
Tech. Art. Games.
For me, that’s what it’s all about. An innovator with the discerning eye of an artist and the logical wiring of a programmer, I have been Technical Art Director, Creative Director, CTO, Production Manager, VFX Supervisor, Tech Artist, VFX Artist, Animator, and more. I have a cinematic background and can personally implement and direct most aspects of the art pipeline, tools, and DCC plugin development as well as high-level gameplay scripting in graphical editors such as Unreal Kismet. My teams excel at rapid prototyping, allowing for critical path decision-making under the pressure of tight production schedules. I firmly believe that every problem has an acceptable solution that can be reached through the right balance of trade-offs.
Specialties
Rapid Prototyping | Art Tools Development and Pipelines | Shaders and Materials | Lighting | Rendering | Visual Effects | Console Graphics Profiling Tools (PIX\GPAD) | Art Performance Optimization | Unreal Engine 3 | Art Outsourcing | Documentation and Training
credits
Shipped Game Credits (as Jesse Rapczak)
- DC Universe: Online
Shipped Game Credits (MobyGames as Exigent)
- Borderlands
- Brothers in Arms: Hell’s Highway
- CLUE: Accusations and Alibis
- Kwari
- Sid Meier’s Civilization: Revolution
- Uncharted 2: Among Thieves
Other Interactive
- AMD HK-2207 Demo
- AMD Ladybug Demo
- AMD Mecha Demo
- AMD March of the Froblins Demo
- AMD Samurai Demo
Film Credits (IMDb)
- Exorcist: The Beginning (CG effects artist)
- Catwoman (visual effects artist)
- George and the Dragon (visual effects artist)
- Scooby Doo 2: Monsters Unleashed (visual effects artist)
- Ask the Dust (previz artist)
Publications
More Stuff
The key videos from my site in (mostly) chronological order: