
Bristol Sanatu Lakshas
Technical Artist

Bristol Sanatu Lakshas
Technical Artist
Bio
I'm Bristol Sanatu Lakshas, and I am an Inupiaq Technical Artist. My home is Alaska, but I am currently living and working in the Sequim, WA area.
I love all things that sparkle, go boom and/or are visually pleasing! My main goal in my career is to facilitate interactions between technical teams and art teams, make fun vfx and shaders, and leverage tools I create or use to alleviate labor costs.
I'm not just a tech art robot powerhouse, but a person with interests & hobbies too! I wouldn't be where I am without the mentorship of another technical artists, so I like to mentor technical art students. I am also passionate about Inuit culture, and helping people like me who struggle with their Inuit identity. Some of my favorite pass times are gardening, beading, weaving, and sewing.

RESUME
EDUCATION
BA in Digital Fine Arts & Animation
Digipen Institute of Technology - 2020
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SKILLS
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Real Time VFX
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Houdini
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Rigging
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Procedural Modeling
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Asset Performance
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Material Authoring
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Lighting
LANGUAGES
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Python
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MEL
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VEX
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C# (Familiar)
SOFTWARE PROFICIENCIES
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Houdini
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Unity
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Maya
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Substance Suite
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Z Brush
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Tortoise SVN
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Visual Studio
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Unreal Engine
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Simplygon
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Topogun
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Perforce
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Keyshot
SKILLS
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Real Time VFX
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Houdini
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Rigging
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Procedural Modeling
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Asset Performance
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Material Authoring
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Lighting
EXPERIENCE
VFX Artist March 2024 - Present
Never Alone 2 / E-Line Media​
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Concepted and created a cohesive visual language for character and environment effects that emphasizes traditional inupiaq arts, such as scrimshaw, tattoo, and textiles.
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Authored a variety of materials for different areas of the project, from VFX specific materials for main character effects, to reactive animated materials in the world, to performant environmental materials.
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Implemented fx through blueprints, and worked extensively with UX and Design to streamline implementation process.
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Facilitated discussions both tech art related, as well as culturally related; communication between disciplines, as well as between the team and native collaborators.
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TECHNICAL ARTIST January 2023 - January 2024
Techtonica / Firehose Games​
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Created VFX in many varieties; such as environmental waterfall fx, to a celebratory UI effect on unlocking a level, to character effects.
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Developed performant and beautiful shaders for many different applications.
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Facilitated discussions regarding tech-art items, as well as being a medium between the technical team and the art team.
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TECHNICAL ARTIST August 2020 - November 2022
ARK: Survival Evolved / Studio Wildcard
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Created fur cards on creatures using proprietary tool. Would style, skin and create materials for these.
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Continually researching and developing hair and fur for next IP.
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Passed assets into engine and created lods, materials and made sure assets were functioning as intended.
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Created custom shaders and effects for assets such as post processes, dossier/explorer notes, or skins.
STUDENT PROJECTS
TECHNICAL ARTIST 2020
Crossroads Thesis
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Created VFX and Shaders to enhance a whimsical environemnt in Unity.
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Designed unique shaders to highlight individuality among creatures.
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Intermediary between art and tech.
TECHNICAL ARTIST 2019 - 2020
Recoil Riot / The Cannonade​
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Created an auto-rigging script to expedite the rigging pipeline.
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Created environmental VFX in Unreal to liven up the world.
ART LEAD / TECHNICAL ARTIST 2018 - 2019
Kisuk, The Raven's Daughter / Ila Suluk​
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Lead 5 person art team in developing the creative vision of the game.
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Taught artists to adhere to the art pipeline, use task tracking software, and effectively use source control.
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Created rigs for bipeds and quadrupeds.
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Created procedurally generated assets and VFX using houdini.