Tristan Moore

Tristan Moore

Technical Director

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location of Tristan MooreLeague City, Texas, United States

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  • Timeline

  • About me

    Product Director, Creative Director, Technical Artist, Designer

  • Education

    • University of Advancing Technology

      2010 - 2012
      Bachelor of Arts (B.A.) Game Art and Animation

      Activities and Societies: Dean's List fall 2010, Global GamJam participant 2011, Project Lead on The Afflicted student game project using Unreal Engine 3 Game Art and Animation, 3D modeling, character animation and rigging, level design and game production

    • New Mexico State University

      2007 - 2010
      Associate's Degree Creative Media Technology

      Activities and Societies: Crimson Scholar 2008 to 2010, Certificate of Film Crew Training, Certificate of Animation and Modeling, Certificate of Game Design Certified Film Crew Training

  • Experience

    • El Paso Kids-N-Co.

      Sept 2005 - Sept 2007
      Technical Director

      Titles:Various community theater ProductionsManagement of technical theater department, set and prop construction, design of lighting and sound, supervision of volunteers, instruction of classes for students ages 7-18, general maintenance of building and equipment

    • Warner Bros. Pictures

      Aug 2009 - Sept 2009
      Locations Production Assistant

      Titles:Due Date (2010) - FilmInterfacing with local businesses regarding film production, coordinating on-location needs with crew, maintaining locations, supporting multiple disciplines and communication pipelines.

    • Lionsgate

      May 2010 - Sept 2010
      Supporting Actor

      Titles:Eaters (2015) - FilmSupporting actor on independently developed film that was purchased and released by Lionsgate in 2015. Film was released in the majority of Redboxes for Halloween and at a small scale online.

    • Chickasaw Nations Industries

      Jul 2010 - Sept 2010
      3D Environment Artist SME

      Titles:Internal Training Simulation (2010) - PC3D environment and AI navigation mesh creation using Presagis Creator, Terra Vista, and AI Implant. Created fully 3D environment with textures, collision meshes and navigation for both interior and exterior locations. Used DTED data to model real-world locations and accurate terrain.

    • University of Advancing Technology

      Jan 2011 - Feb 2013
      Art and Animation tutor

      Required to instruct students in a wide variety of subjects, including 3D modeling in Maya, 3DS Max, and Zbrush. Must also instruct students in texturing, animation, normal map creation, and game engine technology.

    • Massive Black

      Apr 2011 - Oct 2011
      Level Designer

      Titles:Unreleased Title - PCEnvironment design, planning and layout, 3D representations of concept drawings and 2D designs using 3DS Max and Unity 3D

    • The Wahlin Group

      Oct 2011 - Apr 2013
      Environment Artist

      Titles:3D photo viewer (unreleased) - PCEnvironment design and development, optimized 3D art asset creation and implementation for real-time application utilizing 3DS Max, zBrush Photoshop, and Unity 3D

    • THQ through ZeroChaos

      Jun 2012 - Sept 2012
      QA Tester

      Titles:WWE'13 (2012) - Playstation 3, Xbox 360, WiiQuality assurance testing for triple-A game titles (WWE '13), audio testing using Wwise profiling, bug tracking with DevTrack, task tracking and game content auditing

    • Redacted Studios

      Apr 2013 - Dec 2014
      Senior Game Designer

      Titles:Rodsquad (unreleased) - MobileUnreleased Rhythm Title - MobileAfro Samurai 2 (2015) - PC, Playstation 4, Xbox One Gameplay and system design for multiple projects within scheduling and budgeting constraints. Worked with engineers, animators and artists on integrating functional systems for gameplay, animation, and performance. Designed and implemented prototypes and first playables on multiple projects. Improved game feel and playability. Worked on level designs in multiple genres to maximize value for implemented systems. Worked on products that integrated with RFID chips and physical content that product gameplay changes in software. Show less

    • Broken Window Studios

      Apr 2014 - now
      Lead Designer/Creative Director

      Titles:Reflections (2015) - PC, Mac, LinuxGrave VR (2016) - HTC ViveGrave (TBD) - Xbox One/Series X, Playstation 4/5, PC, Mac, LinuxFounded and led the game direction for titles such as 'Reflections' and 'Grave' across multiple platforms including Steam, Xbox One, and PlayStation 4. Authored screenplay-length scripts for commercially released titles, while overseeing all aspects of game design, technology coordination, and production. Successfully directed a small, dynamic team in the creation of engaging game experiences, fostering innovation in design and technical art. Show less

    • University of Advancing Technology

      Sept 2015 - Sept 2018
      Professor

      Adjunct professor teaching 3D art, game design and other game topics

    • Timefire VR

      Nov 2016 - Jul 2017
      Creative Director

      Titles:Hypatia (2017) - Oculus, HTC ViveLed a 30-person team in the creation of 'Hypatia', a massively multiplayer VR platform, delivering the project on multiple VR systems including Oculus and HTC Vive within a six-month timeframe. Established efficient work processes and technical standards that aligned with industry best practices, overcoming significant design and technical challenges.

    • Art Institute of Phoenix

      Jul 2017 - Feb 2018
      Adjunct Professor

      Adjunct professor teaching 3D graphics, intro to programming, intro to AI concepts, game design, and visual game programming

    • Cartoon Network

      Feb 2018 - May 2018
      Software Engineer

      Titles:Cartoon Network Journeys (2019) - Oculus, HTC ViveDeveloped a full suite of character animations and technical art solutions for 'Cartoon Network Journeys' VR experiences. Optimized performance for HTC Vive and Oculus platforms, and programmed intuitive control systems that enhanced user interaction and immersion in virtual environments.

    • Fun & Games

      Nov 2018 - Apr 2019
      Technical Artist

      Titles:Better Letters (2019) - MobileLed the technical art and animation for 'Better Letters', integrating complex animation systems and optimizing UI for mobile platforms. Collaborated with the original designer of 'Words with Friends' to enhance game interactivity and visual appeal, contributing to a consistent and engaging player experience.

    • Sand Castle Games, LLC

      Feb 2019 - Sept 2019
      Software Engineer

      Titles:Unreleased Puzzle Title - MobileEngineered and integrated core game systems for 'Wordtropolis' on iOS and Android, developing robust save systems, performance analytics, and art integration tools. Created a suite of level management tools that streamlined game content integration and significantly improved the workflow for designers and artists.

    • Defcon 5 Studios, LLC

      Jun 2019 - Nov 2020
      Software Engineer

      Titles:VR Training Center, City of New York (2019) - HTC ViveEngineered and optimized VR simulation projects for New York City’s training programs, utilizing Unreal Engine 4 to create efficient content streaming and level subdivision systems. Developed proxy assets and HLODs, significantly reducing draw calls and polygon counts, which enhanced the training experience for the city’s emergency services.

    • Ramen VR

      Nov 2020 - Mar 2021
      Technical Artist

      Titles:Zenith (2022) - Oculus, Oculus Quest, PC, Playstation VROptimized and ported high-end VR titles to Oculus Quest, enhancing asset performance for 'Zenith' using Unity’s Lightweight Pipeline. Developed custom tools for proxy mesh generation and atlas creation, meeting critical investment milestones by delivering performance improvements and ensuring seamless gameplay across platforms.

    • Certain Affinity

      Apr 2021 - Jun 2024
      Senior Technical Artist

      Titles:Halo Infinite (2021) - Xbox One, Xbox Series X/S, PCCollaboratively enhanced and customized the 343 Slipspace engine and Unreal Engine 5, significantly improving game performance and visual fidelity for 'Halo Infinite' and 'Exodus'. Coordinated cross-functional development between Certain Affinity and 343 Industries/Archetype, leading technical documentation and performance analysis, and facilitated team communication using Power BI and Kusto queries to optimize data tracking and project milestones. Show less

    • Pixelberry Studios

      Jan 2022 - Jul 2023
      Director of Product Management

      Titles:Choices (2016) - MobileStoryloom (2023) - Mobile, WebDirected product development across three divisions, managing a team of 38 including three product managers and associated design teams. Spearheaded the integration of internal tools and technologies, and collaborated closely with engineering management and company leadership to achieve critical milestones, catering to diverse stakeholder needs effectively.

    • Mob Entertainment

      Jun 2024 - now
      Senior Tools Technical Artist/Engineer

      Titles: Poppy Playtime Chapter 4 (2025) - Xbox, Playstation, Mobile, PCResponsibilities: Building advanced tools in Unreal Engine 5 for the use by artists and designers to improve workflow and solve complex technical problems, using a combination of visual scripting, Python, and C++

  • Licenses & Certifications

    • Film Crew Training

      Dona Ana Community College