Garment Customization Pipeline for RSTLSS
Technical Artist & 3D Tools Programmer
Sep 2022 to Feb 2025
As the only artist in the beginning, I created garments, clothing simulations, metaverse avatars and UGC content using Marvelous, Houdini, Maya, Blender, Substance, Cinema4d, and Octane. Many of these had procedural elements to make thousands of variation.
Created User Generated content pipeline using ThreeJS for the frontend and Blender for the backend.
May 2019 to May 2021
Focused on performance measurement and asset optimization through automated testing tools on for Horizon Worlds on the Quest. I wrote a script based framework that allowed artists to measure the performance of their assets, level, VFX and report it in HTML.
August 2018 to March 2019
Joined Anki on the animation support team and wrote Python code for Maya and tools for Vector the robot. Also did some fun hackathon projects and some Webots simulations.
Aug 2012 to May 2013
Pipeline Technical Director on Star Wars 1313. I wrote a content pipeline for an Unreal based game that used Perforce, Shotgun, PyQT, Maya Backburner.
August 2005 to March 2010
Tech artist on MLB:The Show, I created the PS3 pipeline for characters and stadiums featuring a web based distrubuted job system for Maya, Photoshop, export and rendering jobs
Resume in PDF - ChrisRogersARVRResume2025.pdf
LinkedIn Profile - linkedin.com/in/chris-rogers-77b73612/