J

John Walther

CTO

Montreal, Quebec, Canada9 yrs 3 mos experience

Key Highlights

  • 8+ years as a Procedural Technical Artist.
  • Led procedural development for AAA games.
  • Expert in Houdini and procedural generation.
Stackforce AI infers this person is a Technical Artist specializing in procedural generation for the gaming industry.

Contact

Skills

Core Skills

ProceduralTechnical Art3d GraphicsProcedural GenerationAnvil EngineHoudiniProcedural Modeling

Other Skills

3D3D RenderingAdobe PhotoshopAttention to DetailAutodesk MayaC#Computer Hardware TroubleshootingComputer-Generated Imagery (CGI)Creative WritingCritical ThinkingEasily AdaptableEnvironment ArtGame DesignGame DevelopmentGaming Industry

About

Check out my Portfolio at www.jmwalther.com 8+ years experience as a self-taught Procedural Technical Artist. I've been the Procedural Expert at every company I've worked at, even as a junior when I introduced the software Houdini at Behaviour Interactive and secured a mandate on one of the most senior teams in the company. Back then I was working directly with the original Creative Director of Dead by Daylight and one other Technical Director as a team of 3 on the prototype for what would eventually be released years later under the title "Meet Your Maker", as well as several other prototypes. I was fortunate to learn invaluable lessons about what it takes to make a successful prototype and take it into production from two of the most brilliant minds in the industry. At Ubisoft, I first worked in production on Rainbow Six: Extraction and was promoted to Senior because of my great performance. Then I moved to the Anvil Engine Pipeline to become the technical product owner for all procedural tools supporting Ubisoft's Anvil Engine games (Assassin's Creed, Ghost Recon, etc). I've worked for John Romero as well. I've certainly been blessed to work with outstanding and extraordinaire teams. And now I'm working at Novaquark on a very exciting project, alongside Tara Gaming. We're making "The Age of Bhaarat", India's first AAA game. You can see the announcement trailer for our game here: https://www.youtube.com/watch?v=prPOncMkV6c Most of my career has been focused on R&D - developing state of the art workflows which cannot be googled or Chat GPT'd, and then implementing them in production. Though I am a generalist of all things tech art, my main areas of expertise are Procedural Generation for Open Worlds (including Runtime Procedural Generation years before Unreal PCG was a thing), tools to improve artist and designer productivity, and simulated offline VFX (especially for destruction). Follow me for insight into Procedural, Technical Art and the video games industry! Artstation: www.artstation.com/jmwalther

Experience

Novaquark. join the nq way

Technical Director (Procedural)

Mar 2025Present · 1 yr · Montreal, Quebec, Canada · Remote

  • Procedural TD for The Age of Bhaarat
Unreal 5ProceduralHoudiniTechnical Art3D Graphics

Crafthive creative

Technical Art Director

Nov 2024Mar 2025 · 4 mos · Montreal, Quebec, Canada · Hybrid

  • Directly collaborating on several ambitious projects including the launch of cgmall.com
Technical ArtHoudini3D Rendering3D Graphics3D

Studio krafton montréal

Senior Technical Artist

Jan 2024Nov 2024 · 10 mos · Montreal, Quebec, Canada · Hybrid

  • Spearheading the development of a scalable Procedural pipeline designed to support multiple AAA game productions with dynamic Open World environments, complex systems and proprietary technology
Procedural Generation3DTechnical ArtUnreal 5Unreal EditorProcedural+2

Romero games ltd.

Senior Technical Artist

Apr 2023Jan 2024 · 9 mos · Remote

  • Generalist Technical Artist for an expert team led by the legendary John Romero producing his new AAA Unreal 5 FPS
3DTechnical ArtUnreal 5Unreal EditorHoudiniProcedural

Ubisoft montréal

3 roles

Senior Technical Artist

Promoted

Apr 2022Apr 2023 · 1 yr

  • Technical Product Owner for Anvil Engine's procedural tools, supporting the Anvil Engine AAA games (Assassin's Creed, Ghost Recon and other unannounced projects). Working directly with tech art clients on the various productions to ensure engine best practices are followed and well documented.
3DTechnical ArtAnvil EngineHoudiniProceduralProcedural Environment and Level Generation+1

Technical Artist

Oct 2020Apr 2022 · 1 yr 6 mos

  • Feature owner on the majority of Houdini / Procedural related work and tech for Rainbow Six Extraction.
  • Houdini / Procedural expert on the production.
ProceduralProcedural Modeling

VFX Artist

Mar 2020Oct 2020 · 7 mos

  • Working directly with the Tech Art team on all major Houdini / Procedural features and workflows for Rainbow Six Extraction.
  • Prototyping new VFX and Tech Art workflows as part of production R&D efforts.
ProceduralProcedural Modeling

Behaviour interactive

2 roles

Technical Artist

Promoted

Sep 2018Jan 2020 · 1 yr 4 mos · Montreal

  • Responsible for developing in-house tools for Artists and Game Designers to facilitate their day-to-day production tasks. Specialised in Houdini-based Procedural Modeling, Procedural Level Generation and VFX Tools.
  • Houdini expert across the company supporting and working directly with numerous productions.
  • Consulting regularly with Directors, Producers, Leads and other senior colleagues to ensure best practices across projects and to solve Houdini-related issues for them.
  • Extensive experience creating tools and solving issues using Python, C# (Unity) and VEX.
  • Working directly on most of the company's prototypes before they enter pre-production. Gameplay programming and game design experience from having these responsibilities while working on the prototypes. Helping to validate which prototypes are fun, technically feasible and marketable before they enter pre-production.
Unreal EditorC#HoudiniUnreal Engine 4ProceduralUnity+2

Development Tester

Nov 2017Aug 2018 · 9 mos · Montreal

  • Dev QA on an MMO title. Tested primarily for performance and network functionality.

Laboratoires de test enzyme - enzyme testing labs

Quality Assurance Tester

Dec 2016Oct 2017 · 10 mos · Montreal, Canada Area

  • Working at the Warner Bros. Games Montreal office, tested AAA games such as Injustice 2 and Middle earth: Shadow of War, as an Enzyme consultant.
  • Recognised for entering numerous high priority, well investigated issues.

Atomic fiction

Render Wrangler

May 2016Aug 2016 · 3 mos · Montreal, Canada Area

  • Provided maintenance for the render farm at Atomic Fiction in coordination with production, VFX and IT departments.

Education

John Abbott College

D.E.C — Science

Jan 2008Jan 2010

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