Tools Are Easy. Pipelines Are Hard. 15 Years Building An Art Pipeline At Bossa Games

Introduction

The history of Bossa’s art pipeline is also, in many ways, my own path into becoming a Tech Artist and programmer.

Over the past 15 years the tools, languages, and systems have changed repeatedly. What hasn’t changed is the underlying question:

“How do we keep artists doing what they are best at, by removing unnecessary friction?”

The Cross Product – For 3D Artists

In my last “Math For 3D Artists” post, I took a look at the Dot Product which is a simple, and immediately useful for artists, especially when writing shaders.

The Cross Product however is a powerful tool in the 3D rendering pipeline responsible for a lot of triangle calculation which makes what 3D artists do, work. In this post I’m going to explore what the Cross Product enables, and a more accessible use case for artists in Shader Graph.

The Early Years – Over a Decade of Tech Art

Being still mid-30s, I don’t get to throw around the word “decade” a lot when reflecting on my life. When looking back on my career and a decade* of Tech Art, things feel a little surreal for me.

In this post I look back on the beginning of my career as a junior animator, and how I moved into Tech Art.