Nicolas Teetz
Senior Vfx Artist @Yager
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WORK HISTORY
Senior Vfx Artist @Yager
Berlin, DE
Work with artists, programmers and designers to develop visual effects that satisfy the needs of all involved departments.Alleviate pressure on other disciplines when necessary, by working around dependencies or finding temporary solutions using BP scripting or simple code changes.Profile and improve the technical performance of my work by getting a reliable grasp of their cost during actual gameplay sessions.Evaluate the stability and usability of new VFX-related engine tech and external software.Mentor junior VFX artists by being consistently available for questions, while providing feedback and advice through regular 1-on-1 meetings.Support producers with planning by providing estimates and suggestions for upcoming tasks and facilitating communication between disciplines.Work with milestone deliverables and their corresponding deadlines in mind to provide consistent, on-time results which add immediate value to the game.
EDUCATION
SAE Institute
Diploma, Game Art & 3D-Animation
Middlesex University
Bachelor of Arts (B.A.) (Hons.), Interactive Animation
Gymnasium Thomaeum
Abitur, English & Computer Science
SKILLS
ABOUT NICOLAS TEETZ
Hi, I\'m Nico – a real-time visual effects artist with extensive working knowledge of Unreal Engine. These days I work mostly in-engine with shaders, particle systems and blueprints. My external toolkit includes 3dsMax, EmberGen, After Effects and occasionally Houdini. I mostly work with node-based systems, while having recently shipped a couple of visual effects with shaders written in HLSL.I believe my strengths lie with creating high-quality shaders and implementing them into particle effects with satisfying timing, colors, shapes and values. I always respect the responsibility of communicating gameplay features in clear or fair ways by staying familiar with the game that I am working on and clarifying requirements with designers. I ensure, through the use of profiling software, that the effects I create meet provided budgets – or realistic performance figures, specific to the environment that they may be used in. When working with Unreal Engine, I have the required knowledge to implement most visual effects into existing gameplay systems or environments, having them play out in specific, scripted ways – if necessary. Finally, I believe to be very aware of (and facilitate) required conversations that need to happen to successfully develop visual effects that satisfy all disciplines.
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