Dear Naughty Dog Talent Acquisition team,
I would like to apply for the Technical Artist role you have posted on your careers page. My focus these past few years has been technical art, and I would be glad to bring that to your team.
Ahead of writing I read about Naughty Dog, and what stood out was your work on character rendering in your latest title and the engineering posts on how your tech artists bridge art and code. This looks like a strong time to join, and I would gladly put my technical art experience to work there.
Reading the posting, the three needs that stand out most are building art tools and pipelines, authoring shaders and materials and bridging art and engineering. Those decide whether a technical artist works out, and I have real results behind each.
On building art tools and pipelines, my daily tools are Python, tool scripting and DCC pipelines. As a Technical Artist at Bungie, I handled building the Maya-to-engine pipeline that cut art iteration time in half. Beyond that, I wrote the tool suite the whole art team now uses every day.
For authoring shaders and materials, I rely on shader authoring, materials and look-dev. In my time as a Technical Artist at Bungie, I took on authoring the material system that gave artists a consistent look across levels.
On bridging art and engineering, I bring rigging, optimization and performance budgets. Working as a Technical Artist at Bungie, I owned sitting between artists and engineers to keep characters both pretty and performant. On top of that, I brought a stampede scene back under budget without losing visual punch.
I would be glad to walk through this in an interview and show why I fit. I am ready to build the tools and materials that let artists move fast and the game run smooth, and to grow with the studio.
I would be glad to find a time to talk.
Yours sincerely,
Theo Script
theo.script@gmail.com