Nia Okonkwo Senior Technical Artist
Irvine, CA • nia.okonkwo@gmail.com • +1 949-555-0148
Profile Summary
- Senior Technical Artist with 9 years of experience on open-world fantasy RPGs, focused on materials, Houdini tools and DCC-to-engine pipelines.
- Works in Unreal Engine 5 and Unreal Engine 4, builds in Maya, Houdini and Substance 3D Painter, scripts in Python and HLSL, and authors effects in Niagara for Xbox Series X|S and PC.
- Known for master material libraries, Houdini Digital Assets, import validation and art-side GPU profiling, using budgets agreed before production starts and tools designed by sitting with artists to deliver art that ships on budget without waiting on an engineer.
- Partners every week with Environment, Character, VFX and Lighting Art and the rendering and engine programmers, in art reviews, performance reviews and pipeline planning.
- Mentors artists on material instancing and reading a GPU capture, runs weekly tech-art office hours, and maintains the studio’s art pipeline wiki.
Technical Skills
- Scripting & Shader Languages:
- Python, HLSL, MEL, C++, VEX, Blueprints
- DCC & Texturing Tools:
- Maya, Houdini, Substance 3D Painter, Substance 3D Designer, Blender, ZBrush, Photoshop
- Game Engines & Editors:
- Unreal Engine 5, Unreal Engine 4, Unreal Editor Utility Widgets, Unity
- Materials & Shading:
- Unreal Material Editor, material functions and instances, layered materials, PBR, Substrate, Shader Graph
- VFX & Procedural Tools:
- Niagara, Houdini Engine, Unreal PCG, Houdini Digital Assets, vertex animation textures, SideFX Labs
- Rigging & Animation Tools:
- Control Rig, Maya rigging, skinning and corrective shapes, IK Retargeter, Animation Blueprints
- Pipeline, Profiling & Version Control:
- Perforce, Unreal Insights, RenderDoc, PIX, FBX, USD, Jira
Education
Work Experience
- Rebuilt the environment master materials for Avowed in the Unreal Material Editor, writing HLSL custom nodes for moss, wet stone and fungal growth blends, which replaced 640 one-off materials with 41 masters and instances.
- Wrote a Python and PySide toolkit for Maya and the Unreal Editor (batch rename, LOD check, one-click export) that environment and prop artists use daily, cutting the export-to-engine loop from 11 minutes to 2 minutes.
- Set up the Maya and Houdini to Unreal import pipeline with 22 checks on naming, scale, UV sets and texture size at Perforce submit, cutting broken asset imports from 14% to 2% of check-ins.
- Agreed polycount, texture memory and draw call budgets for each zone with the rendering team and checked them weekly in Unreal Insights and RenderDoc, bringing texture memory in the densest zone from 3.4 GB to 2.6 GB on Xbox Series S.
- Built 16 Houdini Digital Assets for cliffs, ruins and roads, run in Unreal through Houdini Engine and the PCG framework, so environment artists could dress a new zone in 3 days instead of 2 weeks.
- Created the Niagara spell and weather library with the VFX team, baking Houdini smoke sims into flipbooks and vertex animation textures, and kept combat effects at 1.8 ms of GPU time on Xbox Series S.
- Rigged creature skeletons with Control Rig and a Python auto-rig in Maya, so animators could retarget 34 creature variants from 6 base rigs without manual skin fixes.
- Ran weekly tech-art office hours and wrote the art pipeline wiki for 5 art teams, getting 26 new artists and contractors through export, naming and Perforce setup in their first week.
- Wrote Python batch tools in Maya for poncho and lightsaber customization parts on Star Wars Jedi: Fallen Order, letting 18 character and prop artists export every variant to Unreal Engine 4 in one step.
- Cut hero character material cost on PS4 by packing texture masks and removing unused material layers, saving 0.9 ms of GPU time per frame in crowded fights.
- Built a look-dev level with calibrated lighting and color charts for character reviews, cutting art director review rounds per costume from 4 to 2.