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Jen Huffa
Jen Huffa
Senior Rendering Technical Artist @ Riot Games
Los Angeles, United States

Summary

Rendering Technical Artist specializing in scalable shader systems, stylized materials, & artist friendly workflows.

I am a Rendering Technical Artist based in Los Angeles specializing in real-time rendering, shader systems, material workflows, & technical art pipelines.

I love being apart of the bridge where art & tech meet - creating workflows, defining master materials, & exploring new pipelines to assist content developers brings me a lot of joy. I'm especially passionate for stylized art, Substance Designer, & Unreal Engine.

I've collaborated primarily with remote & global teams.

Currently, I am full-time on VALORANT at Riot Games.

Skills

TexturingUV MappingShadersPBR Texturingmaterials

Software proficiency

Unreal Engine
Unreal Engine
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
ZBrush
ZBrush
3ds Max
3ds Max
Jira
Jira
Photoshop
Photoshop
Illustrator
Illustrator
Blender
Blender
Maya
Maya
Marvelous Designer
Marvelous Designer
Quixel Suite
Quixel Suite

Reel

Productions

    • Commercial / Advertisement
      Fortnite - Sarah Conner and the T-800 Arrive Through the Zero Point
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Halon Entertainment
    • Commercial / Advertisement
      Fortnite - Michonne and Daryl Arrive Through the Zero Point
    • Year
      2021
    • Role
      Technical Artist
    • Company
      Halon Entertainment
    • Commercial / Advertisement
      Fortnite - Master Chief Joins the Fight
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Halon Entertainment
    • TV Production
      Riot Worlds 2020 Opening Ceremony
    • Year
      2020
    • Role
      Technical Lead
    • Company
      The Famous Group
    • Video Game
      Empty Electron
    • Year
      2020
    • Role
      Technical Artist
    • Company
      Ronin Applied Sciences
    • Mobile Game
      Bingo World HOME
    • Year
      2015
    • Role
      Art Intern
    • Company
      Playsino, Inc.

Experience

  • Senior Rendering Tech Artist at Riot Games
    Santa Monica, US
    May 2022 - Present

    Develop materials, shaders, & pipelines for VALORANT's Premium Content team. Collaborate closely with artists to build scalable shader workflows while balancing visual quality, performance, & production efficiency.

    Software: UE5, Maya, Substance Designer, Substance Painter

  • Technical Artist II at Blizzard Entertainment
    Irvine, CA, US
    March 2022 - May 2022

    Developed technical art workflows & shader solutions for Blizzard's Unannounced Survival Project. Partnered with artists to improve engine integration, establish pipeline standards, & create documentation that streamlined production.

    Software: Unreal Engine 4, Maya, Substance Designer, Substance Painter

  • Technical Director at Halon Entertainment
    Santa Monica, CA, US
    November 2020 - February 2021

    Optimized real-time cinematics for Fortnite by improving rendering performance & creating reusable material workflows. Established pipeline documentation & technical standards while developing custom shaders for multiple trailer productions.

    Software: Unreal Engine 5, Maya, Substance Painter

  • Technical Lead at The Famous Group
    Los Angeles, US
    August 2020 - November 2020

    Led technical art support for the League of Legends Worlds 2020 Opening Ceremony, integrating animation, VFX, & real-time assets into Unreal Engine. Optimized assets & collaborated with cross-functional teams to deliver a live broadcast performance.

    Software: Unreal Engine 4, Zero Density

  • Technical Artist at The Third Floor
    Culver City, US
    April 2020 - June 2020

    Created reusable materials, shaders, & visual effects for the studio's Unreal Engine asset library. Collaborated with artists to build production-ready assets for previs & virtual production workflows.

    Software: Unreal Engine 4, Maya, Substance Designer, Substance Painter

  • 3D Texturing & Rendering Professor at Santa Monica College
    Santa Monica, US
    January 2020 - June 2020

    Taught college-level courses covering PBR texturing, material creation, & shader fundamentals using industry-standard workflows. Mentored students in preparing production-ready assets for real-time applications.

  • Technical Artist at Ronin Applied Sciences
    New York
    August 2015 - July 2019

    Built materials, shaders, & textures. Collaborated with Character & Environment Art for an Unreal Engine RPG. Contributed across multiple disciplines including rendering, lighting, cinematics, & level building in a small indie team.

    Software: Substance Designer, UE4, 3DS Max, Photoshop CS6, After Effects CS6

  • Video Game Instructor at Freshi Media
    Santa Monica
    June 2017 - September 2017

    Introduced students to game development fundamentals including modeling, animation, shaders, & level design. Designed hands-on lessons focused on real-time production workflows.

    Software: Blender & Multimedia Fusion 2

  • Art Intern at Playsino, Inc.
    Santa Monica, CA
    January 2015 - March 2015

    Created UI & marketing assets for multiple mobile titles while collaborating with both the Art & QA teams.