Bruce Low

Technical Art Director on March of Giants @Ubisoft Montréal

Montreal, QC, CA
MOBILE NUMBERS
+91 *********19

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WORK HISTORY

Mar 2026 — Present

Technical Art Director on March of Giants @Ubisoft Montréal

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Montreal, QC, CA

EDUCATION

1994 — 1998

Cégep de Granby Haute Yamaska

College, Computer science

2004 — 2005

NAD Center

Videogames Degree, Videogames Degree

SKILLS

PerforceLevel DesignEnvironment ModelingGame MechanicsManagementComputer GamesStatisticsTextureTexturingCodevModeling3d3d Studio MaxArtTeam ManagementGraphicsPs3Unreal Engine 3Computer GraphicsPhotoshopGame DevelopmentTexture ArtistRenderingXbox 360ShadersEnvironment ArtVideo Game DevelopmentPipelinesGame DesignGameplayConsole3d ModelingUv MappingAdobe PhotoshopVideo GamesOutsourcing

ABOUT BRUCE LOW

Technical Art Director at Ubisoft Montreal Open World & Linear Narrative Specialist | Pipeline Architecture & PerfAs a Technical Art Director at Ubisoft Montreal, I specialize in bridging the gap between ambitious artistic vision and technical feasibility. My expertise spans both the complex scale of Open World environments and the precise storytelling of Linear Narrative games.I was serving as the Technical Director up until recently, leading a diverse team of over 50 artists, modelers, and level designers.My role focuses on linking production capacity, technical art roles and processes, bridging the gap with the rendering programmers and gameplay programmers while ensuring documentation, training and that each employee performs at their best in their roles.My focus is on architecting and implementing next-generation pipelines that drive workplace efficiency and provide a robust framework for creative talent to thrive.Core Expertise-Performance & Optimization: Expert in console profiling, performance memory budget management, and 3D modeling optimization to ensure peak visual quality without compromising stability.Pipeline & Software Strategy: Skilled in pipeline integration and Business Case Analysis for software to ensure we are using the most effective tools for production.Global Collaboration: Deep experience in Lead Co-Development and Outsourcing Management, providing training and technical consultation to partner studios worldwide.Technical Artistry: Specialized knowledge in procedural vegetation/scattering, environment physics, and object tracking.Technical Toolkit: Pipeline Integration & DocumentationConsole Profiling & Memory Budgets3D Modeling OptimizationProcedural Scattering & VegetationOutsourcing & Co-Dev LeadershipTraining & MentorshipI am driven by the challenge of solving complex technical hurdles to deliver seamless, immersive player experiences. By combining technical rigor with a deep understanding of the creative process, I help production teams scale efficiently and quality.

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