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Bristol Sanatu Lakshas

Technical Artist

Bio

I'm Bristol  Sanatu Lakshas, and I am an Inupiaq Technical Artist. My home is Alaska, but I am currently living and working in the Redmond, WA area.
 

I love all things that sparkle, go boom and/or are visually pleasing! My main goal in my career is to facilitate interactions between technical teams and art teams, make fun vfx and shaders, and leverage tools I create or use to alleviate labor costs. 
 

I'm not just a tech art robot powerhouse, but a person with interests & hobbies too! I wouldn't be where I am without the mentorship of another technical artists, so I like to mentor technical art students. I am also passionate about Inuit culture, and helping people like me who struggle with their Inuit identity. Some of my favorite pass times are gardening, hanging out with my sheep & chickens, beading & sewing.

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Contact

RESUME

EDUCATION

BA in Digital Fine Arts & Animation

Digipen Institute of Technology - 2020

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SKILLS

  • Real Time VFX

  • Houdini

  • Rigging 

  • Procedural Modeling 

  • Asset Performance 

  • Material Authoring

  • Lighting

LANGUAGES

  • Python 

  • MEL

  • VEX 

  • C# (Familiar)

SOFTWARE PROFICIENCIES

  • Houdini 

  • Unity 

  • Maya

  • Substance Suite

  • Z Brush

  • Tortoise SVN

  • Visual Studio 

  • Unreal Engine 

  • Simplygon

  • Topogun

  • Perforce 

  • Keyshot

SKILLS

  • Real Time VFX

  • Houdini

  • Rigging 

  • Procedural Modeling 

  • Asset Performance 

  • Material Authoring

  • Lighting

EXPERIENCE

TECHNICAL ARTIST  January  2023 - Present

Techtonica / Firehose Games​

  • Created VFX in many varieties; such as environmental waterfall fx, to a celebratory UI effect on unlocking a level, to character effects. 

  • Developed performant and beautiful shaders for many different applications. 

  • Facilitated discussions regarding tech-art items, as well as being a medium between the technical team and the art team. 

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TECHNICAL ARTIST  August  2020 - November 2022

ARK: Survival Evolved / Studio Wildcard

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  • Created fur cards on creatures using proprietary tool. Would style, skin and create materials for these. 

  • Continually researching and developing hair and fur for next IP.

  • Passed assets into engine and created lods, materials and made sure assets were functioning as intended. 

  • Created custom shaders and effects for assets such as post processes, dossier/explorer notes, or skins. 

STUDENT PROJECTS

TECHNICAL ARTIST    2020

Crossroads Thesis

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  • Created VFX and Shaders to enhance a whimsical environemnt in Unity.

  • Designed unique shaders to highlight individuality among creatures.       

  • Intermediary between art and tech.

TECHNICAL ARTIST    2019 - 2020

Recoil Riot / The Cannonade​

  • Created an auto-rigging script to expedite the rigging pipeline.

  • Created environmental VFX in Unreal to liven up the world. 

ART LEAD  /  TECHNICAL ARTIST    2018 - 2019

Kisuk, The Raven's Daughter  / Ila Suluk​

  • Lead 5 person art team in developing the creative vision of the game.

  • Taught artists to adhere to the art pipeline, use task tracking software, and effectively use source control. 

  • Created rigs for bipeds and quadrupeds. 

  • Created procedurally generated assets and VFX using houdini. 

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