LUIZ KRUEL

TECHNICAL ARTIST

Hello, I'm Luiz

I'm a Technical Artist, and I've had a great career in the games industry and software development. I've been primarily focused on realtime rendering, proceduralism, automation and tools development.
I've been a part of some great projects over the years, this website documents some of those highlights. Thanks for checking it out!

Rockstar Games (2020 - Present)

I'm currently a lead Technical Artist at Rockstar Games, where I lead a team of 6 technical artists on a variety of procedural projects. Our responsibilities include the head processing pipeline, terrain pipeline, hair and fur, FX, and other misc tasks.

Unfortunately most of the work here in under NDA so I can't share as much as I'd like.

SideFX Software (2016 - 2020)

One of the highlights of my carreer was my time as a Technical Artist at SideFX Software (the developers of Houdini), where I led the SideFX Labs team in developing solutions for primarily our games customers in Houdini. We've built over 200 tools and over a dozen of integrations with other 3rd party software, ranging from photogrammetry, mesh processing, FX, data processing to level design

At SideFX, my job was split into 3 main areas. Development, Public Speaking, Leadership.


Development

On the development side, I've built several digital assets, C++ Plugins and even bugfixes into Houdini's source code (several FBX bugs and viewport shaders).

I've also helped drive multiple initiatives internally, including the animation/rigging redesign that ended up becoming KineFX, updating our viewport rendering, and open sourcing the FBX exporter code.


Public Speaking

A large part of my job at SideFX (and most rewarding) included traveling the world to different studios and conferences to teach Houdini.

From quick visits to multiple day embeds, interacting with the best of the best was how I learnt and grew the most .

Leadership

Even with our small team of 3, we were able to have a significant impact on the development of Houdini, having grown the SideFX Games business significantly.

I've also built and managed relationships with several 3rd party companies including Allegorithmic, Quixel, Pixologic, Reality Capture, Perception Neuron, Gaea, and others.

Featured Work - Rebirth (collaboration with Quixel)

I was also incredibly fortunate to have been a part of this game changing project with Quixel. Having already collaborated with them the previous GDC, Rebirth was an incredible continuation of the relationship between tech (SideFX) and art (Quixel).
We were responsible for building a lot of the workflows early on the project that allowed the Quixel team to focus on the art and less on the asset processing.

Featured Work - Automated Photogrametry Pipeline

One of my first end to end workflows at SideFX was fleshing out our mesh processing capabilities to be able to ingest a high resolution mesh like a scanned asset and automatically run through the decimation/uv/baking process.

I was responsible for the Reality Capture C++ Plugin for Houdini, driving the UV tools revamp for Houdini with our R&D department, including an automatic uv generator, guiding and assisting the development of our new texture baker, all the way to a Sketchfab uploader

Certain Affinity 2011 / 2013-2016

Certain Affinity is a co development studio in Austin, where I had the opportunity to work on some of the largest game franchises in the world. I worked at Certain Affinity twice, one brief time when I helped wrap up Halo: Anniversary and start Halo 4, and then a second longer time where I helped on Doom, Halo 2: Anniversary, Call of Duty : Modern Warfare Remaster and other unannounced titles.

Doom

I joined Doom early in pre production and built several tools to help our internal team collaborate with iD Software. Including a material manager and a package distribution system based on git

Halo 2: Anniversary

Once we got the Halo 2 remastered project I was moved over from Doom to help. Focused on Houdini usage and shader writing as well as our automated mesh pipeline.

CoD: Modern Warfare Remastered

I lead the TA team on this project to update our pipelines with photogrammetry at its core.

Featured Work - GDC 2015 Talk

Halo 2: Anniversary was the bulk of my time at Certain Affinity, and I was able to share some of our main innovations at GDC 2015. I pushed to rewrite all of the game shaders to be PBR compliant (this was before Substance and PBR were the default), wrote a python based PBR renderer and image compositing system to do a similar workflow to what is now the default way of working in most studios, and heavily leveraged Houdini and proceduralism in automating boring and tough tasks.


Featured Work - Remnant Halo Map

The culmination of our Halo 2 work was the Remnant map, where we applied everything we learnt in production and applied it to this DLC map. We used the 1 button Zbrush pipeline to art out most of the level in record time, leveraged the new shaders to their best usage and dipped our feet into photogrammetry.

Avalanche Studios NY

I had the incredible opportunity to join the Avalanche Studios NY studio before it was open and help build it from the ground up. Started by living in Sweden for 2 months, this was one of the highlights of my career.
We rebuilt most of the content creation pipeline from scratch and had a very early deployment of PBR, before most game engines. I was responsible for hiring and leading our team of 4, set our priorities and work closely with the art director on executing the vision.

Featured Work -Just Cause 3

I was a lead on JC3 from pre production until about halfway through the project. While I can't take credit for the shipped product a lot of the initiatives (and a couple of assets) I started can be seen in the final game.

I worked on the terrain materials/shaders, destructibles, and a lot of backend tools like animation and model exporters.

Sony Online Entertainment

At SOE I started as a Rigging Artist working with the animation team, and by the time I left I had automated myself out of that job and built a full web based asset manager that had a distributed computing back end to process the information before feeding it into the database. I also helped coordinate the efforts between combat design, animation and FX and ended up having contributed in all 3 areas, designed 2 of the games launch weapons (handblast and bow and arrow), animated a few moves and build FX for our green lantern NPCs.

Featured Work -DC Universe Online

I was the single tech artist on DCUO, an Unreal 3 based MMO, from preproduction till launch.

We did a lot of things that were ahead of the game back then, from fully automated rigs to an internal Reddit like website where the whole team could have discuss which features they liked and didn't like after playtests.

This is where I cut my teeth in production and the sheer scale of DC is still not even close to anything I've worked on since.

Electronic Arts

My first job out of school, I deep dived into shaders as the PS2-PS3 generation shift was happening. I became responsible for all the shaders in Central Football Rendering, which worked on Madden, NCAA, Head Coach, and NFL Tour. I also lead a team of Tech Artists to optimize our shaders to get Madden running at 60fps on the PS3.

Featured Work - Madden 08

At EA I was on 4 simultaneous projects (while helping others here and there). Madden was obviously the highest priority one.

For Madden I built some new shaders for the superbowl rings features and defined the look of the hologram with our art director. This feature was my first exposure to Houdini, where our FX Artist used Houdini to place cards on the rings for the glints.