Tyler Jones
I’m a senior 3D artist with 12+ years of professional experience spanning VFX, real-time production, and visualization, with a strong technical art and pipeline background.
About
I’m a senior 3D artist with 12+ years of professional experience spanning VFX, real-time production, and visualization, with a strong technical art and pipeline background. I work across modeling, sculpting, texturing, rigging, animation, environments, and lighting/rendering—then bring everything together through clean in-engine implementation and optimization
A big part of my career has been matchmove, camera tracking, and layout leadership, including hands-on work with solves and plate-aligned scene assembly. I’ve also built and troubleshot Unreal Engine 5 materials and Niagara effects, supported USD/OpenUSD workflows, and used tools like Houdini and LiDAR/point-cloud pipelines to solve production challenges end to end.
- 14 years' experience
- Joined November 2026
Industry experience
- Media & Entertainment
- Gaming
- Professional Services
Work experience· 5 roles
Own real-time Unreal Engine 5 character, creature, prop, and environment assets end to end—from high-poly creation and UV/texturing through materials, lighting/lookdev, optimization, and final in-engine implementation. Build and troubleshoot reusable Unreal materials and Niagara effects to meet art direction and gameplay needs. Optimize geometry, texture sets, materials, translucency, and scene complexity for performance-constrained hardware targets while preserving the intended visual style. Collaborate closely with the Art Director on visual development and production problem solving across a small multidisciplinary team, using MEL/Python-assisted command automation in Maya and Unreal to speed iteration.
Delivered production CG assets (creatures, characters, props, environments, vehicles) from sculpting/modeling through UVs, texturing, shading, and final lookdev. Worked with USD/OpenUSD-based asset and scene workflows for both VFX and marketing visualization projects. Led the Matchmove/Layout team while staying hands on with camera tracking/solves, camera animation, head and face tracking, scene layout, and plate-aligned integration. Reviewed artist work, mentored junior artists, and managed schedules/estimates to keep tracking/layout deliveries on pace and within budget. Partnered with supervisors and department leads to resolve shot, asset, and integration issues across matchmove, layout, cloth simulation, lighting, and rendering.
Modeled and textured creatures, props, vehicles, and environments for film and episodic VFX. Created clean production-ready assets and proxy geometry from LiDAR scans to support tracking, animation, FX, lighting, and simulation pipelines. Built 2.5D projection assets and digital set extensions for compositing and environment work. Developed FX-friendly models for large-scale destruction simulations (buildings, vehicles, and environments). Sculpted and textured high-resolution hero assets and characters for close-up work, supporting productions that included Stranger Things and Beyond Skyline.
Education
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