Lead Technical Artist · Montréal, Canada

Ian
Cormier

Pipelines, tools and solving game development challenges.

With 20 years of experience in game development, I specialize in simplifying technical workflows and streamlining art content iteration. I accelerate content creation, optimize performance to meet frame-rate targets, and mentor technical artists to help teams deliver their best work.

20+
years in games and real-time 3D
15+
shipped titles, multi-platform

01 / Selected work

Collaborated with talented teams to bring world-class gaming experiences to life.

From AAA console to standalone VR, my job is the same: give artists a pipeline they trust and an engine that holds its frame rate.

Also shipped (click for trailers): Dead Space 2: Severed · Rango · Iron Man · Dante's Inferno (PSP) · The Sims 3 (Wii) · MySims SkyHeroes · MySims Racing · Spider-Man: Friend or Foe · High School Musical · Scene It?

02 / What I do

The bridge between art and technology

A dynamic space where human creativity, code, and digital tools merge to shape new mediums.

[ pipeline ]

Content pipelines

End-to-end pipelines from DCC to engine: content creation, physics and destruction, characters, mocap, outsourcing hand-off.

[ tools ]

Tools development

Maya, 3ds Max, Unity and Frostbite tools in Python, MEL, C# and C++. Built for artists, documented, supported.

[ perf ]

Performance & memory

Frame-rate and memory budgets on console and VR, where a dropped frame is a headache for the player.

[ shading ]

Shaders & lighting

Shader authoring and lighting setups that look right and stay inside budget.

[ next-gen ]

AI, MetaHuman & mocap

Automating AI art into game-ready assets, MetaHuman integration and motion capture pipelines in UE5.

[ lead ]

Team leadership

Leading and mentoring tech art teams, including international remote teams, and setting quality standards for partners.

03 / Career

Two decades, one discipline.

  1. 2021 – 2026

    Lead Technical Artist · Lucky VR

    Vegas Infinite (Unity) and an unannounced Unreal Engine 5 title. Team of 6 TAs, AI asset automation, MetaHuman, mocap, NVIDIA partnership.

  2. 2020 – 2021

    Lead Technical Artist · TLM Partners

    Unannounced VR live IP in Unreal. Managed an international team of 6 TAs and defined the engine pipeline and core systems.

  3. 2017 – 2020

    Technical Artist · EA Motive

    Star Wars: Squadrons and Star Wars Battlefront II. Creator of BioSocket.

  4. 2013 – 2017

    Technical Artist · EA BioWare Montréal

    Mass Effect: Andromeda. Owner of the physics, content creation and destruction pipelines.

  5. 2010 – 2013

    Technical Artist · EA Visceral Montréal

    Dead Space 2, Dead Space 2: Severed and Dead Space 3. Led the Montréal technical team.

  6. 2007 – 2010

    From TA to Lead Technical Artist, Engine · Behaviour (A2M)

    Ten titles including Rango, Iron Man and The Sims 3. Built the A2M Art Library, a web-based automated asset library.

  7. 2004 – 2007

    From TA to Lead Technical Artist, R&D · My Virtual Model

    Grew from 3D artist to lead. Took a new 3D technology from prototype to mass production.

04 / Talks & toolbelt

Sharing what works.

EA Dev Day · Stockholm · 2017

BioSocket: a live link to the Frostbite editor

Star Wars Battlefront II

EA Dev Day · Stockholm · 2015

Simplifying level art iteration by improving technical workflow

Mass Effect: Andromeda

Unreal Engine 5UnityFrostbiteMaya3ds MaxMetaHumanPythonMELC#C++HLSL / shadersJenkinsShotGridSQLJavaScriptPHP

05 / Next

Let's build
your pipeline.

I'm available now for Lead or Principal Technical Artist roles, in Montréal or remote.