Summary
Overview
Work History
Education
Skills
Software
Accomplishments
Certification
Timeline
Languages
Generic

Stefan Hamann

Senior Technical Artist
Singapore

Summary

Technical 3D Generalist with 11+ years of experience, a high sense of responsibility, keen perception and a weakness for accurate planning and reporting.

Good at problem-solving while going to the bottom of things to fix bugs, propose new ideas and improvements or just recommend workflows.

I am eager to grow my knowledge and tend to write my own scripts and tools if I find potential for automation and efficiency gain.

In recent projects, mainly responsible for all kinds of world building topics related to procedural biomes and terrain but also doing interdisciplinary and training support for other departments and collaborating studios. (Received internal "Trainer of the year award")

So far I supported almost all departments in a game production, from Levelart, asset/objectbank-handling, procedural, asset and world optimization, reporting, tools-creation, general workflow-guidance (in-engine and DCC), occasional shader-dev (in-engine nodesystem) to just general debugging support.

Formerly responsible for the whole 3D Character production (3D-Models, integration and polishing for Characters, Bosses, Weapons, Armorsets and Props) for several projects, including planning, negotiation and supervising outsource-partners (During that time I was able to reduce the outsourcing-cost for the character-department by around 10%).

Overview

13
13
years of professional experience
4
4
years of post-secondary education
7
7
Certificates
3
3
Languages

Work History

Senior Technical Artist

Ubisoft
07.2024 - Current

Projects: Assassin's Creed Black Flag Resynced

Responsibilities:

  • Support for various teams in all kinds of world building related technical topics (procedural generation/tool support, terrain/biomes, world setups, lighting/ambiance, weather, objectbank, budgeting & optimization)
  • Taking care of highlevel world building topics and optimization
  • Writing tools/scripts in C# to support the work in the game-engine (Anvil)
  • Using Houdini for misc. biome related problem solving, tool creation and debugging of procedural data generated in engine
  • Establish guidelines and pipelines for tools, asset creation, shaders etc.
  • Shader-dev-support for specific cases (mostly biome related, vegetation, rocks)
  • Individual support for specific workflows to make work more efficient for LevelArt
  • Find and optimize problematic/costly situations in Level/EnvironmentArt data
  • General debug-support for all kinds of game development topics

Senior Technical Artist

Ubisoft
04.2022 - 06.2024

Projects: Assassins Creed Shadows

Responsibilities:

  • Ownership of procedural scatter recipes to populate Biomes and procedural tools with assets (CPU and GPU)
  • Responsible for Wildlife integration in Biomes and Ecosystem and related procedural tech development
  • Driving in-engine feature development for specific technical requirements
  • Writing in-engine scripts to get reports on data and streamline workflows
  • Setting up prototypes to iterate on and investigate pros and con
  • Bug and feature improvement reporting and support for engine-tech development
  • Guiding and mentoring local and collaborating Team-members on technical topics related to world-building (including procedural, terrain, water, asset handling, performance, world settings and generation)
  • Creating onboarding training plans and schedules for TA newcomers and executing them accordingly
  • Keeping up to date on latest internal engine feature development to provide proper support for local teams

Technical Artist

Ubisoft
08.2019 - 04.2022

Projects: Assassins Creed Valhalla | Immortals Fenyx Rising - Myth of the Eastern Realms | Skull & Bones

Responsibilities:

  • Support for all kinds of technical topics (mainly procedural tools/generation & terrain-handling, Asset-creation, Optimization, Functionality of GameplayAssets, FX etc.)
  • Establish guidelines and documentation for tools, modelling, LevelArt etc.
  • Taking care of technical Asset-validation and instruct Artists how to work in a more efficient and optimized manner
  • Shader-dev-support for specific cases (e.g. FX, Gameplay elements etc.)
  • Writing tools/scripts in C# to support work in the game-engine (Anvil)
  • Script-support for 3ds Max (Maxscript)
  • Using Houdini for destruction-setups, debugging of procedural generation and scattering
  • Creating Houdini-Utilities (.otl/.hda) for general purpose (leveraging vex and python)
  • Individual support for specific workflows to make work more efficient for LevelArt
  • Finding and optimizing problematic/costly situations in Level/EnvironmentArt
  • General debug-support for all kind of topics
  • Planning and guidance for new colleagues onboarding

Technical Artist

Deck 13 GmbH
04.2017 - 07.2019

Projects: The Surge 2 | The Surge DLCs (4x)

Responsibilities:

  • Writing tools (currently mostly Max-Script) to simplify daily work routines and enhance efficiency
  • Prototyping complex character-assets (characters, bosses, gear/armor-sets, weapons) and finding solutions for difficult character-setups/requirements
  • Integrate and validate characters-assets in-engine and check for problems
  • Evaluating engine-rendering and check for performance drop-downs
  • Optimizing assets to keep them in given memory-budgets (polycount, textures, shadowcasting/Lods, etc.)
  • Communicate engine-bugs to the tech-department and working closely together to find solutions
  • Helping coworkers with finding solutions for different software-problems
  • Creating physical breakable- and cloth-assets using NVidia Physx/Apex
  • Adjust assets to meet gameplay-relevant requirements

Character Outsourcing Manager

Deck 13 GmbH
09.2015 - 07.2019

Projects: The Surge 2 | The Surge DLCs (4x) | The Surge

Responsibilities:

  • Responsible for the whole 3D character-outsourcing process (including characters (humanoid, non-humanoid, bosses, organic, non-organic), armor-sets, weapons, additional props)
  • Estimating and negotiating production-time
  • Ensure to meet deadlines and stay in the available budgets
  • Creating 3D-prototypes for every character-asset for internal use and as guideline for outsourcing-companies (closely working together with concept-, animation- and gamedesign-department to meet all requirements)
  • Preparing detailed briefings and communicating needs to outsource-companies (with respect to technical requirements, e.g. polycount, texture-size, shadowcasting/LODs, solid/transparent parts etc.)
  • Checking submissions for errors or necessary adjustments and feedback them
  • Preparing and integration of final models in the game-engine (including mesh-adjustments, skinning, material-settings)
  • Final polishing of character-assets (performance-wise and textures)
  • Fully creating assets in-house on my own, if time allowed it

3D-Art-Supervisor and Tutor

SAE Institute Berlin
11.2013 - 09.2015
  • Supporting students with questions and problems
  • Assisting the head-instructor and external tutors
  • Preparing classes and teach students
  • Preparing and carry out exams for students

3D Generalist

Freelancer for TV-Series Newtopia
10.2014 - 11.2014
  • Creating an interactive movie-set for the film-producers (full environment based on real-life landscaping-plans and satellite-data, character, camera-props) with a team of 3 people

2D/3D Generalist Internship

Promotion-Software Potsdam
01.2014 - 11.2014

Projects: Emergency 5 | Emergency mobile

Education

Bachelor of Science - Applied Artificial Intelligence

International University of Applied Science
Berlin
04.2001 -

Bachelor of Arts - Interactive Animation

Middlesex University / SAE-Institute
London/Berlin
04.2012 - 03.2015

SAE Diploma - Game Development

SAE Institute
Berlin
04.2012 - 10.2013

Skills

- Good ability to manage and organize work (for myself and department-wise, supporting project management and producer)

- Good at keeping communication transparent and timely throughout processes

- Strong sense of responsibility

- Work focused and goal oriented

- Eager to learn new things and educate myself

Software

Autodesk 3ds Max (frequent usage)

Houdini (occasional usage)

Substance-Painter/Designer (occasional usage)

ZBrush (rare usage)

Autodesk Maya (occasional usage)

C# (frequent usage)

Python (frequent usage)

MaxScript (occasional usage)

MelScript (rare usage)

Third party engines Unity/Unreal (rare usage)

Photoshop (frequent usage)

Accomplishments

  • Ubisoft: Internal trainer of the year award 2022

Certification

University of Sydney - Introduction to Calculus

Timeline

University of Sydney - Introduction to Calculus

07-2025

Senior Technical Artist

Ubisoft
07.2024 - Current

Senior Technical Artist

Ubisoft
04.2022 - 06.2024

University of Michigan - Python 3 Programming

09-2021

Google IT Automation with Python

08-2021

Chinese Proficiency Test - HSK 4 / 汉语水平考试四级

11-2020

Object Oriented Programming with C#

12-2019

C# Essential Training

11-2019

Programming Foundations

10-2019

Technical Artist

Ubisoft
08.2019 - 04.2022

Technical Artist

Deck 13 GmbH
04.2017 - 07.2019

Character Outsourcing Manager

Deck 13 GmbH
09.2015 - 07.2019

3D Generalist

Freelancer for TV-Series Newtopia
10.2014 - 11.2014

2D/3D Generalist Internship

Promotion-Software Potsdam
01.2014 - 11.2014

3D-Art-Supervisor and Tutor

SAE Institute Berlin
11.2013 - 09.2015

Bachelor of Arts - Interactive Animation

Middlesex University / SAE-Institute
04.2012 - 03.2015

SAE Diploma - Game Development

SAE Institute
04.2012 - 10.2013

Bachelor of Science - Applied Artificial Intelligence

International University of Applied Science
04.2001 -

Languages

German
Bilingual or Proficient (C2)
English
Bilingual or Proficient (C2)
Chinese - HSK5
Upper intermediate (B2)
Stefan HamannSenior Technical Artist