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AARON HALL


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AARON HALL


SEATTLE BASED ART DIRECTOR / ART LEAD

I have 20yrs experience on MULTIPLE AAA titles, mobile platforms, and vr content. I've worked on nearly every part of production from cinematics, to environments, to characters.

I believe in art and technology working together to create the best gaming experiences.

I know how and when to provide explicit direction to my team, keeping to the artistic vision, as well as when it’s best to let them take ownership, inspiring through support. I am a hands-on problem solver, an experienced director, and always at heart... an artist.

Knowledge IN MAYA, Zbrush, photoshop, after effects, substance designer/painter, unreal/unity/lumberyard, microsoft 365 suite, and collaboration tools.

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Lakshya Digital keywords studios


Lakshya Digital keywords studios


studio ART DIRECTOR

the seattle studio for lakshya digital was created to better connect game developers/publishers with our overseas studios, becoming much more of a production partner than typical vendors, offering ease of communication and improved output.

as the first hire of the studio, i was tasked to build and manage a team of artists, to work with our overseas studios of 300+ in india, and forge new working relationships with other keywords studios in the us, china and canada. since the inception of the seattle studio, I’ve worked on over 50 titles for gaming companies around the globe on console, mobile, and vr platforms.

work with the internal teams both here and overseas to ensure that the client's artistic vision, and quality expectations are met, no matter the style or platform, and fill the gaps when client direction is lacking.

guide multiple teams through continual direction and feedback, both technical and aesthetic, acting as the gatekeeper to the studio's quality control.

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MKX


MKX


CHARACTER ART LEAD

Worked closely with the art director and department leads to define the characters visual quality for transition to the new console generation

Managed a team of 10-12 talented artists, plus outgoing and incoming Character related assets from outsourcing

Designed timeline and tasked team to meet milestones, Deadlines, and deliverables

prototype Design and implementation of new dismemberment system for x-ray and fatality moments

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INJUSTICE: GODS AMONG US


INJUSTICE: GODS AMONG US


CHARACTER ART LEAD

Restructured the previous character pipeline to work more effectively and integrate outsourcing at key/appropriate points

revised character creation processes to get a greater visual fidelity while maintaining the previous title's specifications

development for character shaders, and character shader effects

Hands-on review and approval of all outsourcing work

involved in final character material and texture polish

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MK9


MK9


CHARACTER ART COORDINATOR

Started as A senior character artist and took over daily management of the character team during the project

Retooled and executed previous damage and dismemberment systems for a more noticeable and dramatic effect

Created character art for boss characters, character damage, x-ray moments, and fatalities

involved in final character material and texture polish

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MK vs. DC UNIVERSE


MK vs. DC UNIVERSE


ENVIRONMENT & CHARACTER LIGHTING ARTIST

Led the lighting effort for the first MK title to feature full 3D environments with transitions to multiple arenas

worked closely with tech to define the environment creation pipeline, migrating to a new game engine for the upcoming console generation

R&D for lighting and shader development, Radiosity Normal Mapping, and Point clouds

Training for environment artists on new engine, asset creation, and normal map generation

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CINEMATICS


CINEMATICS


Mortal Kombat: Armageddon

project Point of contact to production, tracking of progress and milestones

Converted 60+ game characters to make them cinema ready

Created all cloth simulations

management of render files and initial compositing

 

Mortal Kombat: SHAOLIN MONKS

member of group tasked with creating cinema versions of game characters, modeling and surfacing

environment shaders and lighting

management of render files and final compositing

 

Mortal kombat: DEception

character surfacing

environment shaders and lighting

management of render files and final compositing

 

Psi-Ops and nba ballers

character lighting and shadows to match in-game look

hardware rendering and final compositing