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Dan

GALBRAITH

Programmer, Tech Artist

ProjectsResume

About Me

Dan is a programmer and technical artist who likes wearing as many different hats as possible. He's very tall, and really loves cats. Most recently, Dan was Lead Technical Artist at SMG studio. Dan worked at Mountains and Spunge Games on several commercial releases, has built a number of Serious Games for Queensland universities, and occasionally tutors in a Games Design course. Previously, he worked on a co-op party game about very poor parenting called Think of the Children.

How I Work

As a Technical Artist

- Ability to work closely with an art team to translate design intention into engine
- Experience approximating high-cost effects on low-spec devices
- Ability to design tech art infrastructure and workflows for use at scale

As a Systems Programmer

- Ability to rapidly parse and evaluate technical papers at a 'layperson's level
- Practical approach to high-level 3d maths (splines, ballistics, graph traversal, etc)
- Experience with optimisation for mobile and low-spec devices, including Nintendo Switch

When I Approach Problems

- Broad range of cross-disciplinary secondary skillsets, and the ability to combine them in interesting ways
- Discovery-motivated, and always up to tackle complex and interesting problems
- Genuine interest in all disciplines within game dev, and willingness to learn

Specifically, I can

Management & Production:
- Design, production plan, and execute development of scalable Tech Art pipeline infrastructure
- Carry out day-to-day tasking and prioritisation for members of a multidisciplinary team
- Support and encourage the professional development of team members

Rendering:
- Build performant PBR and non-PBR lighting solutions (voxels, custom shadowcasters, etc)
- Write HLSL and GLSL shaders, both by hand and using node-based editors
- Write VFX engines and tooling for en-masse mesh drawing (artist tooling, marching cubes, direct mesh drawing, etc)

Tech Art:
- Design and implement multi-stage asset ingestion pipelines for use at scale
- Build production tools to reduce bottlenecks in asset pipelines
- Work extensively with Unity3D's PhysX implementation on mobile hardware
- Implement IK and procedural animation systems

Gameplay & Systems:
- Implement algorithms for proc-gen content (graph traversal, terrain gen, fluid sims, WFC)
- Build robust cross-project systems designed for ease of use (localisation, UI flow, FTUX)
- Do 'juice' and polish implementation (character controllers, character work, UI, VFX)
- Design and implement responsive UI designs and layouts

Projects

Some Recent Work

Professional Experience

Major Roles

2021 - 2023
SMG Studio - Sydney

Lead Technical Artist

2019 - 2021
Mountains Studio - Melbourne

Technical Artist

2017 - 2019
Spunge Games - Brisbane

2018-2019 Designer / Developer
2017 Gameplay Programmer

2016 - 2017
Jammed Up Studios (Think of the Children) - Brisbane

Gameplay Programmer, Technical Artist

2016 - 2020
University of Queensland Engineering Faculty - Brisbane

Interactive Experience Designer, Programmer

Minor Roles

2020 - 2020
Minerals Council of Australia - Canberra

Game Design Consultant

2017 - 2019
Queensland College of Art - Brisbane

Tutor: Bachelor of Games Design (Serious Games, Experimental Games)
Contract Programmer

Project Timelines

2021
Unannounced Project - Lead Technical Artist (SMG Studio)
2020
Unannounced Project - Proc-gen Algorithm Developer (Mountains Studio)
2020
Grant Development for Educational Games - Consultant (Minerals Council of Australia)
2019-2020
Unannounced Project - Tech Artist, Rendering Engineer (Mountains Studio)
2019
Faily Rocketman - Lead Developer (Spunge Games)
2019
Mixed-reality, geolocated cemetery project - Lead Developer (Queensland College of Art)
2019
Cancelled infinite skateboarding game (commercial partner) - Lead Developer (Spunge games)
2019
Faily Skater Major Update - Designer, Gameplay Programmer (Spunge Games)
2019
Voltaic Propulsion Lab - Designer & Developer (University of Queensland Engineering Faculty)
2019
All Aboard (Cancelled hypercasual game) - Lead Developer & Designer (Spunge Games)
2018-2019
Cancelled physics-based acrobat puzzle game - Proc-gen Backend Developer, Technical Artist (Spunge Games)
2018-2019
Cancelled infinite wingsuiting game - Gameplay Programmer, Technical Artist (Spunge Games)
2018
Ben's Garage - Lead Developer (University of Queensland Engineering Faculty)
2017
Downstream Drifters - Lead Programmer (Kjempegøy)
2016-2017
Think of the Children - Gameplay Programmer, Technical Artist (Jammed Up Studios)

Resume

Would you like to know more?

Contact

Get in touch!

Tel: +61 421 232 520

Brisbane, Australia

dgalbraith2@gmail.com
dangalbraith.dev

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