King

Overview

During my years at King, I worked across three different teams, moving from an embedded Jr. Technical Artist to a central senior TA contributing to tooling, pipelines, education, and cross-project workflows. King's environment demanded versatility: support of multiple game teams, work across Windows and macOS, navigating shifting project lifecycles, and helping artists with varying levels of technical proficiency.

My work spanned Maya, Photoshop, Illustrator, Unity, Houdini, and the Defold Engine, and included everything from shader optimizations on aging mobile hardware, to building stable multi-OS toolchains for the Candy Crush franchise.

Project Details

Date Jan 2016 - Apr 2020
Role Technical Artist - Embedded & Central TA Roles
Team First team: ~14 people. Developers, Designers, Artists, Producers and more. No other Technical Artist.

Second team: Central TA team (Lead TA + 3 TA's + 2 interns). Collaboration with hundreds of people across all Candy Crush projects, Central Art, and Engine teams.

Third team: Initially sole TA for early Crash Bandicoot: On the Run! -mobile development - approx 12 people when I joined. Later I paired up with a Senior TA. I had close collaborations with Tools Devs, Graphics Programmers and the Central Art team.

King's rapid team restructuring, shifting project priorities, and sunset-driven development cycles created constant change. As a Junior TA, I had no direct mentorship and needed to self-navigate both onboarding and finding impactful work.

Later, as part of the centralized TA group, the challenge shifted to balancing tool development for multiple game teams, supporting both Windows and macOS, and enabling artists with varied technical backgrounds. Performance constraints on older mobile hardware added further pressure to build efficient shaders and workflows.

On the Crash Bandicoot -team, being the sole TA in early pre-production required me to handle every Technical Art -need while building new pipelines from scratch.

My approach was to always consider the point-of-view of the user. I focused on creating reliable, user-friendly tools and pipelines, and improving technical literacy across art teams. This included developing Adobe and Maya tools, documenting processes, standardizing toolsets, and delivering workshops to raise technical confidence among artists. In the central TA team, I pushed for a consistent deployment experience, unification of DCC tools, and cross-OS stability, while mentoring interns.

On the Crash Bandicoot -team, I built Unity scripts, shaders, post-effects, exporters, and early pipeline components, and collaborated on the R&D of procedural road generation using Houdini. Across all teams, I adapted quickly, identified workflow gaps, and strengthened relationships with game teams and Central Art.

Over my years at King, I contributed impactfully across all three teams I worked in. In my first team, I delivered the first Adobe-to-Defold export tool and documentation that improved iteration speeds of our 2D Artists. I created documentation and templates that helped other Technical Artists become more comfortable with Adobe extension development.

In the Tech Art team, a played a major role in standardizing and unifying our Maya and Adobe tooling, improving deployment stability across both Windows and macOS. I drove improvements to our error-logging pipeline, supported the development of the Maya environment exporter for Candy Crush Friends, and mentored two interns who later transitioned into Junior TA roles. My workshops, presentations, and onboarding materials strengthened the technical literacy of artists across the studio. I also supported the studio-wide migration from SVN to Perforce.

Later, on the Crash Bandicoot team, I built foundational Unity scripts, shaders, mesh exporters, and validation workflows, while collaborating on procedural road-generation R&D in Houdini. Across all roles, I strengthened pipelines, enabled artists, and helped establish more reliable, technically sound workflows for multiple game teams.

Key Contributions

  • Cross-team tooling
  • Multi-OS pipelines
  • Shader optimization
  • Artist enablement
  • Unity workflows
  • Procedural R&D