Project Sigil by Wizards of the Coast
Project Sigil was Wizards of the Coast’s ambitious attempt to create a 3D virtual tabletop (VTT) platform for Dungeons & Dragons.
MY CONTRIBUTIONS
The initial job posting was an entry level position with just the responsibility of importing assets from outsourcing into Unreal Engine.
However after viewing my résumé and having the first interview they wished to scale up the position for further responsibility.
During my time there these were my official responsibilities:
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Create documentation for our art pipeline for both internal and outsource artists.
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Collaborate all across the team to ensure our non-environment art was meeting specifications and was working properly within our systems.
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Perform quality control on past and future art to ensure it met the new standards for the systems we were creating.
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Orchestrate the integration of the high volume library we were working with.
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Developed tools to better meet our specifications and help the Technical Artist troubleshoot existing tools to better fit our workflow.
During my time there I worked on nearly everything related to non-environment art.
Unreal Rigging and animations, rigging, posing, model import and optimizations, troubleshooting issues with art, tool development to solve complex problems, collaborating with the art team to develop features, 3d model creation, material work, texture work, etc. The list was long and I did so much within the art department that it’s hard to remember everything I touched during the process.
I am grateful for the opportunity and challenge that Wizards of the coast offered me when they gave me this position and believed in me beyond the entry-level requirement.
