Call of Duty - Vanguard | Sledgehammer Games | Technical Artist | 2021
I joined Vanguard during the final third of production, a phase where priorities shift fast and the character team was ramping up throughput under intense schedule pressure. The team already had solid fundamentals in place. My focus was helping streamline the workflow so we could scale efficiently and reduce repetitive manual steps.
I onboarded quickly, learned the existing systems, and built out a more scalable character authoring pipeline. With targeted tooling, automation, and workflow cleanup, we reduced end-to-end authoring time from roughly ~1 week to a couple days per character, a very welcome boost late in production.
A big part of the win was improving how we partnered with outsourcing. Instead of outsourcing fully finished rigs, I proposed a more efficient split: have the outsource team deliver rigs to an ~80% completion point, then bring them across the finish line internally. That approach increased parallelization, reduced iteration friction, and helped the team stay on track while maintaining quality.
By the end of production, I was being offered the Lead role for the team. A proud moment, and a great capstone to a high-energy sprint with a really strong group of people.
