Bruno Parillo

Greater Montreal Metropolitan Area Contact Info
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About

More than 18 years experience in numerous roles in a fast-paced engineering environment…

Activity

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Experience & Education

  • Behaviour Interactive

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Projects

  • The Lord of the Rings: Heroes of Middle-earth™

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  • Gears 5 Hivebusters DLC

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    Worked as a fully integrated member and within The Coalition’s Tech art team to ensure performance and optimization standards where I monitored, profiled, reported and ensure we upheld the 60fps standard on XBOX One X throughout development process for the DLC. Involved in numerous optimization strategies in various fronts, such as the fully dynamic lighting solution used in the game, the texture streaming system, and asset memory footprint on XBOX One Durango. Ensured the Behaviour Level Art…

    Worked as a fully integrated member and within The Coalition’s Tech art team to ensure performance and optimization standards where I monitored, profiled, reported and ensure we upheld the 60fps standard on XBOX One X throughout development process for the DLC. Involved in numerous optimization strategies in various fronts, such as the fully dynamic lighting solution used in the game, the texture streaming system, and asset memory footprint on XBOX One Durango. Ensured the Behaviour Level Art team was fully supported internally, and handled technical blockers and support that arose with the project infrastructure issues and or Unreal Engine.

    See project
  • Gears 5

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    Supported Behaviour's team involvement in the campaign missions for Gears 5 in areas of Tech Art, optimization efforts and day-to-day tech support of tools and services.

    See project
  • UE4 Enterprise Project for Bombardier Aerospace

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    Held major role designing a fully client-side data driven enterprise software solution in Unreal Engine 4.

    On board from the analysis and initial design phases to full on production. As the sole 3d specialist on the team, I took on the role of technical art director, technical artist, 3d artist, and blueprint programmer.

    Designed and coded fully functional Blueprint proof of concepts and prototypes of the two major visualization modules in Unreal 4. Created and defined 3D art…

    Held major role designing a fully client-side data driven enterprise software solution in Unreal Engine 4.

    On board from the analysis and initial design phases to full on production. As the sole 3d specialist on the team, I took on the role of technical art director, technical artist, 3d artist, and blueprint programmer.

    Designed and coded fully functional Blueprint proof of concepts and prototypes of the two major visualization modules in Unreal 4. Created and defined 3D art pipeline and documentation, developed master shaders to support fully dynamic visual customization in real-time. Support blueprint code related to 3d model customization system, and scene/camera management systems transition/navigation systems. Helped programming technical director and game programmers refactoring any blueprint code and debugging code.

  • Undisclosed AAA Project

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  • Days Gone

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    Behaviour Interactive partner development. 3D/Tech-Art and other UE4 technical dev team support.

    See project
  • Geminose

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    Supported the art team writing new simple cg shaders for Unity 4, and established a series of parametric materials for use by the team, as well help provide visualization solutions for particular effects required in the game.

    See project
  • Middle-Earth: Shadow of Mordor (PS3 / XBOX360)

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    3D Technical Lead: Lead small team of talent artists in the as part of the effort of porting the next-gen game into a ps3/xbox360. The 3D team took care of optimizing assets, fixing shaders, gpu profiling, lighting and general art maintenance.

    As Art lead, I interfaced with producer and programming leads and art director, ensuring the art tasks were executed daily as well ensuring the team's focus of staying strictly below hardware memory limits, all the while ensuring a level of…

    3D Technical Lead: Lead small team of talent artists in the as part of the effort of porting the next-gen game into a ps3/xbox360. The 3D team took care of optimizing assets, fixing shaders, gpu profiling, lighting and general art maintenance.

    As Art lead, I interfaced with producer and programming leads and art director, ensuring the art tasks were executed daily as well ensuring the team's focus of staying strictly below hardware memory limits, all the while ensuring a level of quality that meets the Art Director's approval.

    See project
  • Dead by Daylight

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    Worked alongside the Art Director to produce a proof of concept to evaluate the visual quality in Unreal Engine 4 prior to the game going into production.

    See project

Languages

  • English

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  • French

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