Mike Spadaro
Mike Spadaro
Senior Technical Artist - Lightspeed LA
Austin, United States

My name is Mike Spadaro and I am a Senior Technical Artist at Lightspeed LA.

Previously I was a Technical Artist at Aspyr Media working on the KOTOR Remake, and before that at QC Games in working on Breach. I started at QC in January 2016 as an environment artist, and eventually transitioned into tech art thanks to an affinity for shaders, blueprints, and the more technical sides of environment development.

Before QC, I interned at Sony Online Entertainment while I attended the Art Institute of Austin, where I made some props and materials for DC Universe Online's Winter holiday update in 2013.

I also have a blog where I document some additional tools and tech-art related work, which can be found at https://mspadaro.com

Resume PDF

Skills

Python ScriptingToolsEnvironment ModelingProp ModelingTexturingWorld BuildingShadersPBR TexturingTexture Baking

Software proficiency

Python
Python
Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
xNormal
xNormal
Photoshop
Photoshop
Illustrator
Illustrator
Quixel Suite
Quixel Suite
NDO
NDO
DDO
DDO
Unreal Engine
Unreal Engine
Unity
Unity
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Blender
Blender
Houdini
Houdini

Productions

    • Video Game
      Breach
    • Year
      2019
    • Role
      Environment Artist, Technical Artist
    • Company
      QC Games

Experience

  • Senior Technical Artist at Lightspeed LA
    November 2022 - Present

    As a Senior Technical artist at Lightspeed LA, I have been heavily focused on helping revamp and improve our pipelines and workflows for content creation.

  • Technical Artist at Aspyr Media
    Austin, Tx
    January 2022 - Present

    As I was wearing many hats early on in development of the KOTOR Remake as an Environment and Material Artist, I was offered the opportunity to work closely with our Technical Art Director which eventually led to an invitation to make a transfer to the Tech Art Department as a full time Technical Artist.

    As a Technical Artist I focused heavily on providing tools and pipelines for artists between DCCs and Unreal Engine 4/5. Since I transitioned at an early time in development, I have helped establish many of these pipelines from the ground up to fit our Artists needs, as well as establishing content-creation guidelines and rule-sets to provide both to internal and external artists.

  • Environment/Material Artist at Aspyr Media
    Austin, TX
    August 2019 - January 2019

    As one of the first artists hired by Aspyr, I was charged with helping set up the pipelines and processes for texturing the KOTOR Remake. I provided master shaders and textures for the artists to work with in Unreal 4 and Substance, as well as began the development of the material library from the ground up.

  • Technical Artist at QC Games
    Austin, Afghanistan
    December 2018 - March 2019

    After years of being the more technical guy on the environment team, I was offered the opportunity to transition to the technical art team at QC games. As a tech artist, I mostly served as the environment team liaison, assisting them with the more technical aspects of their production and the use of the proprietary QC tool-set. I maintained my previous heavy focus on materials and textures, but also assisted in optimization, collision, streaming, and other assorted tasks.

  • Environment Artist at QC Games
    Austin, Afghanistan
    January 2016 - December 2018

    Environment artist with a heavy focus on materials, textures and the more technical aspects of building environments for games. Assisted the team in the generation of most materials and textures for Breach's environments, as well as modeling, world building, and dealing with the technical aspects of the environment.

  • Environment Art Intern at Sony Online Entertainment
    Austin, United States of America
    August 2013 - September 2013

    Environment artist intern. Created and textured holiday props and animated materials. Art QA searching for assets which needed improvement.

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