Senior Technical Artist

Adam Rexrode

Tools engineer and creative technologist who builds systems, tools, production workflows, and player-facing integrations across art and engineering.

Art · Systems · Tools · Performance · Production

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01 — Positioning

Production systems at the intersection of craft and engineering

Adam designs and implements the client systems, UI integrations, editor tools, and performance work that help artists, designers, and engineers ship. The portfolio emphasizes concrete ownership—what was built, integrated, evaluated, and mentored—over decorative skill lists.

02 — Selected work

Featured evidence

Curated for hiring clarity. The Bazaar leads as current senior systems and tooling evidence.

03 — Additional featured work

Further evidence

Toolchain · Featured

Dropzone + Sparkle Engine Toolchain

Sparkypants

Proprietary-engine tooling and production workflow support

Tools engineering · C++ · Coherent UI · Proprietary engine tooling

Shipped systems · Featured

The Elder Scrolls: Legends

Sparkypants

Animation, audio, UI, and tooling on a recognizable shipped title

Animation systems · Audio programming · UI programming · Artist and designer tooling

Beyond games · Featured

Rosetta Stone — 360° Explorer

Bully! Entertainment

Interactive systems and localization tooling beyond conventional games

Interactive audio · UI/UX systems · 3D navigation · Localization editor tooling

04 — Capabilities

Evidence-oriented index

Groups map to work, not proficiency ratings.

01

Systems and integration

Client gameplay systems, UI/VFX/audio integration, and reusable mechanic foundations.

02

Tools and workflows

Editor utilities, artist/UI workflow support, and proprietary-engine tooling history.

03

Performance and optimization

Profiling, recommendations, and personal implementation of runtime fixes.

04

UI, animation, VFX, and audio

Presentation systems connecting meters, particles, shaders, triggers, and playback.

05

Interactive systems beyond games

Interactive audio, navigation, and localization tooling outside conventional game products.

06

Technical leadership

Formal mentoring through review and task guidance; cross-discipline production support.

05 — Experience & leadership

Compact context

Tenure

Approximately 17 years in interactive production across games and branded interactive work.

Practice

Senior multidisciplinary work spanning systems, tooling, performance, and craft integration.

Mentoring

Formal mentoring of junior technical artists through code review, technical-art review, and task guidance.

06 — Next step

Continue from evidence

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