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.
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.