Tim Fortenberry

Technical Art Director

FX Art Director

Film FX and Lighting Technical Director

Qualifications

Technical Art Director, FX Art Director, CG Supervisor, Engineering Manager with experience leading teams overseeing DCC tool development, technical animation (rigging, skinning, simulation, shading), game performance, visual effects, procedural world building, lighting, and cinematics. Have managed individuals, teams, outsource, and co-development studios while unifying the overall artistic vision and technical goals of the overall project.

Experience

Turn 10 Studios / Microsoft Corp  

Technical Art Director | FX Art Director

2023-2025


  • Support live service with monthly releases of game content.
  • Support AI initiatives to create generated content within license constraints to speed up content creation across art teams.
  • Lead initiatives across art teams to increase efficiency and speed up level creation process.
  • Collaborate with the other Art Directors, engineering and discipline leads to assess workflows and strategize for technical needs to execute desired in-game visuals.
  • Manage FX, and Tech Art teams, mentoring team members and modernizing techniques where appropriate.
  • Monolith Productions / WB Games  

    Technical Art Director | FX Art Director | Art Manager

    2021-2023


  • Collaborate with the Director of Art to assess and strategize for technical needs to execute desired visuals elements of the game.
  • Give art direction as required to produce visuals in line with the overall direction of the game.
  • Lead teams in identifying and prototyping new technology to increase art workflow efficiency and unlock new creative technologies.
  • Partner with other discipline leads to define expectations between tech art, art, and engineering.
  • Manage Tech Art and FX Teams, staffing and mentoring when appropriate. Determine long-term needs and direction needs while supporting overall development for the technical needs of game development.
  • Supported technical animation (rigging, skinning, simulation), performance, lighting, visual effects, procedural world construction, and general DCC tools creation.
  • Monolith Productions / WB Games  

    Art Lead, FX

    2015-2021


  • Worked across all disciplines to design, prototye and implement effects needs across the game.
  • In Conjunction with Art Director and Creative Director helped designed and implemented visual and aesthetic language for effects for all aspects of the game.
  • Led team of FX Artists for through various production stages to complete Middle-Earth: Shadow of War, sequel to Middle-Earth: Shadow or Mordor.
  • 343 Industries / Microsoft Corporation  

    Senior FX Artist / Cinematics FX Lead

    2011-2015


  • Design and Creation of photorealistic atmostpheric, energy, destruction and general environmental effects in a real-time engine for Halo4.
  • Technology adaptation from offline rendering, simulation, lighting and shading standards from film techniques into a real-time game engine.
  • Design and Scoping of highest quality performant effects for cinematic sequences in game.Design and Creation of generic effect libraries to be used as hero effects thoughout the engine.
  • Industrial Light and Magic

    Lead Effects and Lighting Technical Director, Sequence Supervisor

    2009-2011


  • Setup and simplification of complex effects for use by artists with varying skill sets.
  • Design and Creation of widespread generics and hero effects.
  • Supervision Responsibilities for look of digital assets in shots in regards to lighting, scene integration and effects.
  • Industrial Light and Magic

    Effects and Lighting Technical Director

    2003-2009


  • Lighting, compositing, and software development for CG elements of shots.
  • Simulation, lighting and compositing as required for the creation of photorealistic effects and creatures.
  • Lighting techniques included image based lighting, traditional lighting techniques as well as raytracing where appropriate for various creatures and effects.
  • Simulation techniques included PLS and SPH for water splashes and oceans, GPU based simulations for shallow water surfaces and fire, PhysBAM based smoke for smoke, volumetric fire and dust, and standard physics based particle rules for debris, dust and other minor effects.
  • Shader writing of custom RenderMan shaders for rendering procedurally created geometry as well as for hair, including creating cheap methods for rendering large groups of completely hairy creatures.
  • Industrial Light and Magic

    Pipeline Research and Development Engineer

    2001-2003


  • Evaluated and redesigned generic shader set for RenderMan, mental ray, and ILM's proprietary renderer.
  • Responsible for the re-design of the rendering pipeline towards an internal solution with the ability to easily integrate any vendor software.
  • Designed and implemented a batch rendering / compositing system, scheduler, and appropriate monitoring tools, and programming interfaces.
  • Ported applications / scripts to the Linux, OSF1, and OSX platforms from IRIX.
  • Designed and implemented cross-platform software control and distribution system to manage and use arbitrary numbers of internal and external software across multiple operating systems.
  • Industrial Light and Magic

    Production Software Engineer

    2000-2001


  • Developer and support role for internal and external software.
  • Created interfaces for batch rendering tools to handle logic of processes before rendering and after composites were done.
  • Created and maintained converter utilities between various 3D file formats. (Softimage, Maya, Discreet and others)
  • Developed and maintained internal graphics software for daily use in site-wide film productions.
  • Supported community of computer graphics artists of varying disciplines (rotoscope, technical directing, animation, viewpainting) and of varying technical ability.
  • Industrial Light and Magic

    Technical Digital Resource Assistant

    1999-2000


  • Redesigned resource management tools to better interact with asset tracking system and with emphasis on automation.
  • Designed and implemented tool set for use for tracking and managing digital resources including shot allocation, thousands of individual frames.
  • Education

    Northwestern University

  • Master of Science in Global Health

  • University of California at Berkeley

  • Bachelor of Arts in Anthropology - Emphasis in Archaeology.
  • Concentrations in Computer Science, Discrete Mathematics and Computer Graphics.
  • Publications

  • "The Future of Gaming" Speaker - Jordan Gaming Summit 2013 - Amman, Jordan.
  • "It's Not Wise to Upset a Wookiee" SIGGRAPH 2005 Sketch, Co-Author Pat Conran.
  • Python Success Stories - "Industrial Light & Magic Runs on Python". O'Reilly & Associates
  • Credits

  • Forza Motorsport live content (2024)
  • Unnanounced Wonder Woman game
  • Middle-Earth: Shadow of War (2017)
  • Halo 5 (2015)
  • Halo 4 (2012)
  • Red Tails (2012)
  • Transformers: Dark of the Moon (2011)
  • Iron Man 2 (2009)
  • Avatar (2009)
  • Transformers: Revenge of the Fallen (2009)
  • Star Trek (2009)
  • Indiana Jones and the Kingdom of the Crystal Skull (2008)
  • The Spiderwick Chronicles (2008)
  • Evan Almighty (2007)
  • Pirates of the Caribbean: Dead Man's Chest (2006)
  • Poseidon (2006)
  • Star Wars Episode III: Revenge of the Sith (2005)
  • Van Helsing (2004)
  • Tim Fortenberry | Technical Art Director | FX Art Director | Effects and Lighting Technical Director