Website powered by
Rév O'Conner
Rév O'Conner
Senior Technical Artist
The Himalayas, India

Summary

I'm a senior technical artist with a career spanning more than a decade. I started off with characters, then moved into shaders and pipeline development for the thrill.
Optimisation comes naturally after years of working close to VR headsets and their performance budgets. I thrive on building custom solutions to new problems.
My day job is the bridge between art and programming, making the artists' work shippable, and making the engineers' tools bearable to use. I write some high-level Python, some low-level assembly (NASM), and some specialised MaxScript.
Outside of all that I keep a small open-source habit, enjoy long motorcycle rides on the winding roads, and read more than I write.

Skills

Look DevelopmentRenderingShadingParticle EffectsProp ModelingTexturingUV MappingGame DevelopmentCharacter DesignShadersApp DevelopmentPipeline

Software proficiency

Maya
Maya
Python
Python
HLSL
HLSL
Unity
Unity
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Xgen
Xgen
3ds Max
3ds Max
Mari
Mari
Houdini
Houdini
Arnold
Arnold
V-Ray
V-Ray
Ornatrix
Ornatrix
R3DS Wrap
R3DS Wrap
Blender
Blender
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marvelous Designer
Marvelous Designer
C++
C++
Affinity Photo
Affinity Photo
perforce
perforce
git
git
C#
C#
Figma
Figma
Photoshop
Photoshop

Productions

    • Video Game
      ERTSSE Training Sim in AR
    • Year
      2026
    • Role
      Senior Technical Artist
    • Company
      OperatorXR
    • Video Game
      Training sim in VR
    • Year
      2024
    • Role
      Character Supervisor / Technical Artist
    • Company
      V-Armed
    • TV Production
      Cyber Eve
    • Year
      2022
    • Role
      Character Artist - Special Lookdev
    • Company
      Zoe01
    • TV Production
      Ella Stoller
    • Year
      2019
    • Role
      Senior Character Artist - Real Time
    • Company
      Zoe01
    • Video Game
      Artheon VR
    • Year
      2021
    • Role
      Senior Character Artist
    • Company
      Impossibility Labs
    • Video Game
      TGP Surfer
    • Year
      2019
    • Role
      Lead Character Artist
    • Company
      Global Paradise LLC

Experience

  • Senior Technical Artist at XRG (Red Cartel / Operator XR)
    Sydney, AU
    January 2024 - May 2026

    • Found a bug in zallist – simple lit shadergraph implementation for unity, and implemented a fix with other team members, where opaque shaders turned transparent in mixed reality passthrough mode.

    • Built a tool to manage files that auto upgraded when switching between unity engine versions control did not have any problems, using C++ (Win32 api) for minimal memory usage.

    • Built a tool so that shader variants could be calculated in Unity without having to run different scenarios in game, with the simplicity of clicking a few buttons. Shader variants are used to force include shaders during build, if stripping is turned on, and is essential if global keywords are turned off during build but are needed during runtime.

    • Fixed a bug in Meta SDK for mixed reality system where distant objects either wouldn’t render or wouldn’t occlude, as well as fixed the problem with glass being tracked as opaque object in environment depth. This was done with the minimal cost of adding a 16bit channel into the existing _depthMaskRT buffer to act as an occlusion flag that activates on glass surfaces.

    • Applied custom shaders to enable both occlusion and lighting on an invisible lit shader that writes to Z depth, enabling occlusion and relighting for MRUK in mixed reality environment.

    • Implemented a UV based shapekeys for blender that could be used to convert character creator characters to the custom character pipeline used by the company.

    • Found a solution to implement shader based culling of smoke to contain it in a room, with three independent approaches:

    SDF based voxels to define room boundary,

    Getting colliders from spherical ray-cast to define structures using inverse quaternion mathematics to find local space and alignment in the world. (Production solution)

    Getting room boundary using a custom camera that would only render depth to a texture that could then be compared to screen space. The camera spawned could use layers to filter out only the walls and roof, so as not to be occluded by objects in the room.

    • Deploying character lookdev pipeline and real-time performance, and bridging system requirements for games made for VR/AR as well as PC (RTX 4070).

    • Optimizing shaders and creating FX in Unity using HLSL and C#

    • Optimizing drawcalls on shadergraph and shader files.

    Built texture assets on trim sheets, as well as modelling clothes, and dynamic props for the environment.

  • Character TD at V-Armed
    New York City, US
    October 2022 - December 2024

    Led comprehensive character pipeline redevelopment, improving modular character system and studio-wide custom rigging workflow

    Optimized Unreal Engine performance through development of consolidated master shaders, reducing instruction count and texture lookup operations to be compatible with VR requirements, while also improving visual fidelity of characters to match AAA video game quality

    Supervised international team at Bangkok studio responsible for characters

  • Character Art Director at Animated Storyboards, Bangkok
    Bangkok, TH
    January 2024 - March 2024

    Completed a three-month special assignment from V-Armed to train Bangkok studio character artists in using the master shader and rigging system I had developed in-house, facilitating knowledge transfer and pipeline adoption between studios

  • Senior Character Artist at Teamscale (VFR.AI)
    Tel Aviv, IL
    October 2020 - July 2022

    Worked on character lookdev pipeline as well as creating clothing assets and hair grooming using Xgen

    Developed custom tools to adapt proprietary third-party character rigs, as wel as tools to convert the rigs to be used in game engines, optimizing the character creation pipeline

    Created proprietary Python tool for MetaHuman rig transfer in Maya, predating Epic Games' DNA file editing capabilities

    Engineered custom tools for seamless transfer of speech synthesis animations between Maya and Unreal Engine

  • Lead Character Artist at Impossibility Labs
    June 2019 - July 2020

    Created realistic characters within the realms of technical limitations compatible with VR, for the video game simulation - Artheon VR Museum

  • Character Artist at Global Paradise LLC
    January 2017 - April 2019

    Created creature and characters for a mobile video game

  • Animator at Flamingo Games
    December 2015 - January 2017

    Responsible for rigging and animating blob like characters to look like soft body simulation while staying within the technical limitations of using only a certain number of joints

    Was also responsible for maintaining existing in-house 3ds Max exporter tool to work with the in-house game engine updates, using maxscript

  • 3D Modeller at Moorepark Modelworks
    January 2014 - July 2015

    Responsible for creating miniature models of trucks and vehicles, as wel as rendering them using Keyshot