Luc Cote

Game Development Resume

Game Developer, 3D Generalist, and Team Lead

Game-development professional with AAA character production, VR simulation, real-time asset creation, pipeline development, optimization, team leadership, and technical mentorship experience.

Experience

3D Generalist, Systems Analyst, Project Manager and Developer · Independent Contractor

2007–Present

Independent real-time production, systems analysis, software development, and technical mentorship.

  • Deliver 3D assets, characters, environments, tools and technical solutions for Unreal Engine, Unity, VR, AR, HoloLens and custom-engine projects.
  • Build Maya tools and automation scripts in Python and MEL for rigging, skinning, blend shapes, export and artist workflows.
  • Advise teams on pipeline design, real-time optimization, PBR and non-PBR materials, photogrammetry, character deformation and production planning.
  • Train artists and junior developers in Maya, custom tools, engine workflows and technical problem-solving; pursue independent software and game projects using AI-assisted development.

3D Generalist III and Technical Mentor · Street Smarts VR

2023-08–2024-09

Unity simulation production for government and military training.

  • Supported software research and development and content delivery for government and military VR training simulations built in Unity.
  • Led project planning, stakeholder coordination and technical mentoring while maintaining training fidelity and real-time performance.
  • Developed art pipelines, optimized simulation assets and translated technical constraints into practical guidance for production artists.

3D Artist · SuperGenius Studio

2022-05–2022-12

High-fidelity game asset production with art and engineering teams.

  • Created high-fidelity real-time assets and textures using Maya, ZBrush, Substance Painter, Photoshop, Marmoset and ShotGrid.
  • Collaborated with art and engineering teams and provided technical feedback on character art, asset development and production requirements.

Character Artist and Team Lead · Team Bondi / KMM Interactive Entertainment (KMMIE)

2008–2013

Character-team leadership and pipeline development across L.A. Noire and Project WOTO.

  • Led character art production for L.A. Noire and subsequent Project WOTO research and development, coordinating tasks, reference material, troubleshooting and pipeline improvements.
  • Owned production of protagonist Cole Phelps across outfits and created principal characters, non-player characters (NPCs) and clothing combinations.
  • Carried character assets through modeling, sculpting, texturing, skinning and in-engine testing, connecting visual quality with technical implementation.
  • Partnered with programmers on scanned-head point-cloud workflows, deformation, shaders, and artist-facing controls from late L.A. Noire production throughout Project WOTO.
  • Developed training resources and provided technical leadership using Maya, Mudbox, ZBrush, Photoshop, Illustrator, MEL, Python, Jira and proprietary tools.

Character Finaler · Dr. D Studios / Warner Bros.

2011–2011

Character finaling for Happy Feet Two.

  • Performed final technical and animation corrections on principal and background characters before shots proceeded to final rendering.
  • Completed rigging, skinning, blend-shape and deformation fixes using Maya, Python, MEL, Photoshop and a proprietary production toolset.

Projects

ShaiColonies

Independent game development

  • Develop an Unreal Engine 5 project with C++ project infrastructure, Git/GitHub and Git LFS, including cross-platform work and Apple-device testing preparation using Xcode.

Selected Technical Demonstrations

Portfolio examples include Unreal environment art and character-animation tests; Project WOTO character R&D; a L.A. Noire Cole Phelps turnaround; Unity HDRP prop lighting; a Maya bow rig; and photogrammetry using Polycam and Substance 3D Stager.

L.A. Noire

AAA game developed by Team Bondi and published by Rockstar Games.

  • Owned production of Cole Phelps across outfits and created principal characters, NPCs, and clothing combinations.
  • Contributed scanned-head, deformation, shader, and artist-facing tool development during late production, continuing throughout Project WOTO.

Happy Feet Two

Animated feature produced with Warner Bros.

  • Finalized rigging and blend shapes for principal and background characters.

Street Smarts VR Training Simulations

Virtual training simulations for government and military clients.

  • Supported fidelity, performance, pipelines, and project coordination.

Project WOTO

Unreleased Team Bondi project developed with Warner Bros.

  • Partnered with programmers on scanned-head point-cloud workflows, deformation, shaders, and artist-facing controls from late L.A. Noire production throughout Project WOTO.

Skills

Software and web development: Python, C#, JavaScript, TypeScript, React, Redux, HTML, CSS/Sass, Apex, MEL, REST APIs, Azure Functions, Azure Storage, FastAPI, SQLAlchemy, Jinja2, D3.js, Vite, Progressive Web Applications (PWAs)Automation and collaboration: Microsoft 365, SharePoint, SharePoint Designer, Microsoft Forms, Power Automate, Git, GitHub, GitHub Actions, Azure DevOps, Visual Studio, VS Code, Jira, Perforce, ShotGridGame technology and 3D production: Unreal Engine, Unity, Autodesk Maya, Autodesk Mudbox, Blender, ZBrush, Substance Painter, Adobe Photoshop, Adobe Illustrator, Adobe Creative Cloud, Marmoset, Esri ArcGIS, Esri CityEngine, rigging, skinning, blend shapes, photogrammetry, PBR Materials, Real-time OptimizationAI-assisted workflows: ChatGPT/OpenAI, Codex, Claude, GitHub Copilot, AI-assisted Coding, Debugging, Research, Documentation, Prototyping, Analysis, Workflow DevelopmentGame Engines: Unreal Engine, Unity, Custom VR/AR platformsPipelines: Character Development, Photogrammetry, PBR Materials, Game-Ready Asset PreparationLeadership and Technical Mentorship: Cross-functional Collaboration, Requirements Gathering, Production Planning, Workflow Documentation, Technical Training, Artist and Developer Mentorship, Troubleshooting

Education

Bachelor of Science · The Art Institute of Portland

2004–2007

Game Art and Design