Massive Chalice | Double Fine Productions | Technical Artist | 2015
On Massive Chalice, I built tools to make world-building faster, more flexible, and way less manual.
I created a pipeline tool that converted CSV data tables into game maps that could be opened and edited directly in Maya, giving the team a familiar, artist-friendly way to iterate on layout and content.
To complement that workflow, I also built a world randomization tool for generating variations and speeding up world-building iteration. Perfect for exploring options quickly without starting from scratch every time.
Massive Chalice
