Laura Koekoek - Technical Artist

Links
github


Tools
Houdini | Unreal | Maya | Unity | Substance | Photoshop | Zbrush | Speedtree | Simplygon | 3DS Max | Kanzi


Code
Python | VEX [Houdini] | Blueprints [Unreal] | C++ [Unreal] | GLSL | C#


Work
Senior Technical Artist, Mainframe Industries | 2022 - now

• Procedural world building with Houdini & Unreal PCG
• Environment tech art & pipeline
• Foliage scattering and shaders
• Developer tools for unreal & houdini
• User-friendly material pipeline
• Batch processing of assets, validation


Technical Artist, Remedy Entertainment | 2019 - 2022

• Environment art and content pipelines
• Development tools for Maya, Houdini, etc.
• Batch content optimization, analytics, LOD generation, etc.
• Collision / physics creation tools for artists


Technical Artist / Art Director, Basemark | 2017 - 2019

Leading a team of technical artists in an international graphics software company focusing on real-time graphics.

• Art and Technical Art lead for GPU Benchmark using an in-house engine
• Lead for two automotive 3D cluster UI projects - POC and production
• Created artist tools to optimize workflow
• Bridge between programmers and artists

Worked with an in-house graphics engine in its development phase and collaborated with both engine developers and artists to create cutting edge real-time rendering.


Lead Artist, Basemark | 2016 - 2017

Created 3D scenes for benchmarks and engine demos, art asset workflows and DCC tools to import assets into an in-house engine.


3D Artist / Graphic Designer, Basemark | 2015 - 2016


3D Artist, Rightware | 2014 - 2015

• 3D modeling, texturing, animation, and optimization
• Created animated 3D scenes for benchmarks



Projects
Pax Dei

Procedural world generation, environment tech art, tools


Alan Wake 2

Environment tech art


Crossfire X

Optimization at the later stages of the project, environment art tooling, batch scripts to fix and analyze content, collision/physics optimization, lods/hlods, finding performance bottlenecks, etc.


Basemark GPU

Art and Technical Art lead for GPU Benchmark.


Automotive Projects

Lead for both proof of concept (eventually released in 2022) and production automotive cluster UI projects. Projects included creating a functional 3D interface running on a low-end target hardware based on visual designs using Kanzi Studio. Projects required efficient optimization of the project, art assets, and GLSL shaders.


Basemark VR Score

UI design and implementation. VR Score is a PC VR benchmark created in collaboration with Crytek.


Basemark ES 3.1

Environment (aside from the submarine) for the Basemark ES3.1 benchmark, lighting, scene setup.


Other
Boost Turku Startup Journey Winner 2013

Winning team of Boost Turku Startup Journey 2013.