# Jovian Finch Nordgren
### Senior Technical Artist

JovianFinch.com | linkedin.com/in/JovianFinch

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## Profile

Technical Artist and 3D generalist with a decade of experience in AAA and indie game development, in both Unity and Unreal Engine. Best suited for small teams with broad scope: shaders, VFX, animation pipelines, asset optimization, tooling, procedural content, and any technical challenge the project surfaces. Years of QA work on large productions built a habit of asking why a problem exists, not just fixing it — and building processes so it doesn't recur. Picks up new tools, techniques, and codebases fast; currently using Claude Code and LLM workflows for tooling and pipeline problems. Comfortable at the deep end of a codebase or in a creative review.

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## Experience

### Senior QA Engineer (Tech Art) | Epic Games | Remote
**July 2023 – March 2026**
*Lego Fortnite*

Embedded across multiple Tech Art and content teams on Lego Fortnite, owning pipeline integrity and quality across FX, animation, content optimization, world/terrain, and procedural content. Served as animation domain liaison, coordinating test coverage, communicating risk, and keeping distributed QA teams in sync across a large-scale live project.

- Root-caused a critical anim review video exporter (playblast) failure; identified working mitigation and contributed to requirements for the in-house replacement.
- Identified root causes and solutions for multiple rare Switch-only rendering bugs, isolating platform-specific material and animation interactions through deep content investigation.
- Recognized a pattern in escaped defects tracing back to untested FX across platforms and scalability settings; developed test cases and distributed them as team-specific guides so each content team could fold FX validation into their own workflows, scaling coverage without adding centralized overhead.
- Built asset audit tools using Unreal Editor Utility Widgets and extended an existing C++ submit validator to enforce mesh LOD and triangle count standards at check-in.
- Built an automation triage tool with Claude Code in a single day, integrating APIs and MCPs to generate an HTML report with cross-platform comparison, trend tracking, and Jira-linked failure notes.

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### Technical Artist | Left Turn Studios | Seattle, WA / Remote
**October 2021 – January 2023**
*Alien Age (Steam, 2021) · Snuggles the Unicorn (canceled) · Grapple Star (demo)*

Revenue-share contributor on Alien Age before Left Turn Studios incorporated in January 2022. Lead Technical Artist across all three Unity projects, with a second TA joining later on Snuggles.

- Owned all shaders, VFX, lighting, and materials on Alien Age: custom water, volumetric fog, and world-position-seeded color variation shaders; full asset optimization including retopology, indexed textures, and reduced texture lookups.
- Collaborated with an engineer to build a procedural foliage placement tool running in-editor to avoid runtime cost; documented it for level designers to regenerate independently.
- Developed a vertex shader system for enemy wings on Snuggles, replacing a 32-bone-per-enemy rig with a shader-driven flap; used Material Property Blocks to randomize phase per instance so wings moved independently.
- Built a puppet rig system to retarget existing animations onto a redesigned player model, preserving the existing animation investment without recreating them; scripted the constraint reconnection to rebuild automatically after asset updates.
- Solved a Unity depth-of-field transparency issue on Grapple Star with a dual-camera Cinemachine composite: background rendered with post-processing, foreground VFX rendered sharp.

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### Freelance & Independent Work | Seattle, WA
**May 2019 – September 2021**

Freelance creative work including graphic design and web projects. Used the period for self-directed technical study, including a crash course in Unity, real-time VFX, and shader development to stay current with industry tools.

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### Test Engineer | Bungie, Inc. | Bellevue, WA
**May 2015 – May 2019**
*Destiny: The Taken King · Destiny 2 · D2: Curse of Osiris · D2: Forsaken*

*Test Engineer (Nov 2017 – May 2019) · QA Tester (Mar 2016 – Nov 2017) · Embedded Contract via Randstad USA (May 2015 – Mar 2016)*

- Mapped content workflows to identify systemic failure points, improving fix rates and overall product quality.
- Analyzed runtime memory in high-risk areas, helping steer the project into memory budget for launch.
- Built a debug config tool that triggered public event completion conditions on demand at any reward tier; the audio team adopted it independently for bucket testing that had been too time-consuming to run manually.
- Established and documented workflow guides to accelerate onboarding and help the team operate independently.

**3D Generalist — Destiny 2 Ambient Life Project (2017 – 2018)**

Modeled, rigged, and animated shipped ambient life characters: owls in the Farm social space and the sea monster on Titan. Also developed a reactive NPC with custom animations and VFX, and prototyped an interactive beehive obstacle in a demo environment.

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### Technical Artist, Capstone | DigiPen Institute of Technology | Redmond, WA
**July 2014 – May 2015**
*Relic · 3D action adventure · DigiPen Zero Engine*

One of the most technically ambitious projects attempted in Zero Engine at the time. Owned all visual technical work and pushed the engine well past its documented limits.

- Delivered FX, lighting, atmospherics (faked via custom shaders since the engine had no atmosphere system), materials, rendering and asset pipelines, rigging, character model, and environment art placement.
- Identified engine constraints blocking the project's visual goals and worked directly with the chief engineer to understand and propose solutions rather than working around them; he implemented several engine-level changes as a result.
- Led a mid-production strike team to re-evaluate scope; helped transition to a collaborative department-leads structure that stabilized a large team struggling with unified direction.
- Won First Place for Best Spoken Dialog and Best Characters at the 2015 DigiPen Student Showcase; exhibited at PAX West 2015.
- Also served as Animation Instructor for DigiPen's Project FUN (Summer 2013 & 2014), teaching traditional and digital animation workflows to students at varied skill levels.

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## Skills

**Real-Time & Rendering:** VFX, shader authoring, lighting, rendering, performance optimization
**3D Art:** Modeling (low/high poly), sculpting, UV unwrap, texturing, rigging, skinning
**Animation:** Traditional, 2D, 3D, tech animation support
**Tools & Pipeline:** Asset auditing, LOD validation, pipeline tooling, workflow documentation, Perforce, Git
**Scripting:** Python, C#, Lua
**AI & Automation:** Claude Code, LLM-assisted development and tooling, Midjourney, API / MCP integration
**Software:** Unreal Engine, Unity 3D, ZBrush, Maya, 3DS Max, Photoshop, Illustrator, After Effects, Premiere, InDesign, Substance Designer & Painter, Visual Studio

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## Education

**BFA — Digital Art and Animation**
DigiPen Institute of Technology · Redmond, WA

**AA — General Studies | Certificate: Digital Illustration**
Everett Community College · Everett, WA

