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More About Me.

Mark Fernandez is a driven and versatile Technical Artist with extensive experience in 3D modeling, lighting, texturing, and shader creation across various platforms including Blender, Maya, Unreal Engine, and Unity. Specializing in scripting and automating workflows, he has significantly enhanced productivity and efficiency at companies such as Outward Inc and MGM Resorts International. At Outward, he innovated automation scripts that streamlined feedback implementations on product renders, saving countless manual work hours. Similarly, at MGM, he developed an automated rendering queue system that seamlessly integrated cinematic sequences into interactive applications, demonstrating his ability to bridge creative and technical divides.

His career is marked by a passion for crafting tools that simplify complex processes. He aims to continue his pursuit as he transitions towards leadership roles further into game development. His unique background as a 3D artist provides him with an empathetic understanding of artistic workflows, making him adept at creating solutions that are both technically sound and intuitively usable by creative teams.

He thrives in environments that challenge the status quo and believes in pushing the boundaries of conventional practices to innovate and lead in the creation of compelling digital experiences. With a philosophy centered around proactive learning, problem-solving, and enhancing project quality, Mark is eager to bring his expertise to Projects where he can contribute to pioneering delightful and immersive gaming experiences.

Resume

EXPERIENCE

Senior Technical Artist

MGM Resorts International - Contract
Feb 2023 - Dec 2023
I spearheaded the creation of immersive POCs using Unity, Unreal Engine, and WebGL frameworks including engaging virtual experiences and a Casino Sandbox. My work in developing Security Training Scenarios showcased my expertise tool development. Developing an automated pipeline for rendering cinematics within Unreal Engine extending Unreal's Movie Render Queue, utilizing languages like C++, Python, and Javascript and delved into research and development for AI tools to enhance non-player character interaction within these environments.

Senior Technical Artist | Software Developer

Swivel Meta - Full-Time
Nov 2021 - Aug 2023

At SwivelMeta, a startup with a small team, I took on multiple roles and expanded my skills to include web development. I conducted research and development to help determine the best software for our platform, ultimately choosing Three.js and A-frame. My work in Web3 involved creating environments and features in Decentraland, adhering to strict performance metrics such as polygon count and texture limits. I also learned Solidity, the Web3 scripting language, to create NFTs used to reward users who joined our hosted events. Additionally, I used Unreal Engine for LookDev during the initial concepting phase of creating environments.

In leading the development of VR and web applications, I focused on enhancing real-time performance and introducing innovative features. I leveraged Unreal Engine to craft dynamic look-dev environments and created Python tools for Blender to improve asset management and workflow. Collaborating with engineers and artists, I enhanced application functionalities and optimized performance through profiling techniques. My contributions extended to programming, including integrating NFT functionalities and video streaming, and providing daily technical support. I utilized source control software and worked closely with leadership to elevate product quality.

Technical Lighting Artist | Project Coordinator

Outward Inc
Jun 2016 - Nov 2021
I oversaw project timelines and content delivery, ensuring efficient workflows and managing multiple projects from conception to completion. On my personal time, I began developing Python tools to automate tasks in Photoshop and Blender to increase my efficiency. Eventually, I started creating these tools for others to use in Blender and even collaborated with the engineering team to take the tools further, significantly streamlining the content creation pipeline. Collaborating closely with various department teams, I played a key role in troubleshooting and ideating solutions, while also crafting 3D pipelines to optimize the production of high-quality rendered content. Additionally, I created template lighting scenes for glamour renders and led a small team on a project called Ensemble, a top-down room builder utilized by Interior Designers. My comprehensive approach extended to understanding and meeting client specifications, developing product demos, and establishing key pipelines, all while maintaining project oversight through tools like Jira.

3D Artist

Outward Inc
Dec 2015 - Jun 2016
I processed point cloud data into 3D scans and used Blender to create high-poly models from these scans and image references. I focused on efficient modeling techniques to meet tight project deadlines, and interacted with multiple teams to ensured all 3D assets met high standards for realistic rendering through diligent quality control.

EDUCATION

Game Art & Design

The Art Institute of Silicon Valley, CA
2010 - 2015
At the Art Institute of California - Silicon Valley, I immersed myself in every aspect of game development, from crafting initial design documents and look development to implementing gameplay, creating art assets, and optimizing them. I honed my skills in rendering, lighting, texturing, and 3D modeling, mastering both high-to-low poly workflows and vice versa. Additionally, I expanded my technical toolkit by integrating Python scripting within Maya. This comprehensive education equipped me with practical game creation skills and a deep understanding of the entire development process.

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