Technical Direction

The key to efficiency lies in breaking a task into steps, analyzing each one, counting them, and finding ways to consolidate. The goal? Reducing it to just one. Think about it—if a process takes 100 steps and must be repeated 50 times, that's 5,000 steps. Now, if each step takes a minute, you’re looking at nearly an hour for completion, and over two weeks to finish the final result. But if you streamline it into a single step, it drastically cuts down iteration, turning hours into seconds. That’s the power of tools and a well-designed system. This is why we rely on them so much. At that point, creatives can focus on art and leave the rest to the machine.

In the sections below, you'll get a glimpse into processes we've developed over the years, from professional to indie projects, all focused on achieving maximum quality with minimal effort.

Gabereel.com
Present

Reel Experience

This entire site was built from the ground up to showcase our fusion of art and programming, an evolving example of what we enjoy. Curious? Feel free to right-click on any page, open your browser’s inspector, and preview code. You’ll find comments and insights offering a sneak peek into our process. Most of the work, including this very site, was powered by Task Tracker Pro since 2020.

A quick heads-up: the site is still a work in progress. We’re constantly pushing to develop our style—something that can't be fully captured on other platforms, and aim to complete by the end of next year. In the meantime, feel free to explore concepts we’re experimenting with as we fine-tune art direction for our portfolio. Thanks for stopping by, and happy browsing!

Reel Details

Monarch
2019 - 2024

Monarch Experience

At Monarch Games, we made strides- revitalizing the process of indie game development. In 2021, Task Tracker Pro was created alongside our calendar app, Monarch PTO, revolutionizing how we approached projects. These tools breathed new life into game and app development, delivering the core features of DevTrack while slashing production time in half. Task Tracker Pro became the engine that kept projects on track, meeting deadlines and transforming our workflow from top to bottom.

Leveraging the power of web languages like PHP, JavaScript, HTML, CSS, and MySQL became the backbone of this leap forward. We built a robust front and backend system from scratch, handling everything from database programming to login mechanisms and cybersecurity. It allowed us to create a seamless, efficient framework as a result.

These innovations powered projects like Black Bastille, Rise of the Star Kingdom, and Can You Dig It?. From automating design docs to managing assets in Unity, we streamlined the entire process, ensuring each project was completed, exceeding expectations. Every milestone showcased versatility and unwavering commitment to creating products that more than just work—they’re fun!

Monarch Details

Naughty Dog
2013 - 2019

Naughty Dog Experience

From 2012 to 2019, working as a Technical Artist at Naughty Dog was an exciting and rewarding journey. During those years, some truly innovative developments were made across a variety of groundbreaking projects.

One of the highlights was contributing to The Last of Us Part 2 (2017-2019). A set of lighting tools were created that transformed how we approached lighting design. By introducing preset functionalities and shortcuts, we saw a 400% increase in workflow speed. It was incredible to watch the process evolve—one of the coolest parts was developing a lighting system that could quickly adjust dynamic environmental effects like time of day, snow, rain, and fog at the click of a button.

Earlier, from 2016 to 2017, work on Uncharted: Lost Legacy focused on building tools to improve modeling imports, asset naming systems, and spherical harmonic auto-generation. These tools significantly reduced production time and streamlined the whole workflow, giving the team more room to focus on creativity.

For Uncharted 4: Among Thieves (2014-2016), the big challenge was rewriting all the lighting tools from MEL Script to Python. That move saved an immense amount of time (about 90%!) when it came to level iteration, which made the whole team’s life easier.

Contributions to both The Last of Us: Left Behind DLC (2013-2014) and the original The Last of Us (2012-2013) were also pivotal. These projects involved the initial groundwork for transitioning scripts from MEL to Python and handling various technical issues like gamma correction and linear workflow, which played an important role in ensuring everything ran smoothly behind the scenes.

Naughty Dog Details

Treyarch
2008 - 2011

Treyarch Experience

From 2008 to 2011, the time at Treyarch was filled with exciting technical challenges and contributions, especially transitioning into a hybrid Technical Artist role working on the Call of Duty series. One of the key projects was on Call of Duty: Black Ops, where a custom Worldspawn editor was developed. This tool streamlined the lighting iteration process by translating text values into colors and predicting outcomes directly from the compiler’s output window, saving a great deal of time during development.

Another interesting project involved creating a post-processing script manager. This tool ensured that file consistency was maintained, aligning the level settings with both baked and dynamic lighting setups. It was an essential tool for keeping everything in sync and improving the lighting process overall.

The work on Call of Duty: Nazi Zombies (2008-2009) was also memorable. A custom tool called PaletteBox was created for color management, allowing drag sampling from the screen to update color swatches in real-time. This tool came with some neat features, like a dropdown menu for converting color spaces and generating complementary hues, which made color management more intuitive and flexible.

One of the most interesting technical challenges was developing a converter for the Wii version of the game, ensuring visual parity across platforms. It was an exciting problem to solve, ensuring that players on different consoles had the same overall high-quality visual experience.

Earlier, contributions to Call of Duty: World at War (2008) involved consulting on linear-gamma conversions, color space adjustments, and automating lighting processes for multiplayer levels. These optimizations made it possible for one person to achieve what would have otherwise taken a whole team, which was a great technical milestone.

Treyarch Details

Crystal Dynamics
2007 - 2008

Crystal Dynamics Experience

From 2007 to 2008, the time at Crystal Dynamics was primarily focused on lighting, though it became a pivotal period for transitioning between roles as we encountered challenges that couldn’t be solved with just art alone. This experience also provided an opportunity to experiment and refine runtime physical-based shading, drawing inspiration from Modern Warfare. The work was aimed at enhancing the visuals of Tomb Raider: Underworld, and one of the key accomplishments was developing a shader and texture process for the Ship environment. This involved fine-tuning reflections and adjusting resolutions to create cost-effective variations in metal, ranging from rough to smooth, all while maintaining performance.

Another significant contribution was the creation of a process to generate three levels of occlusion within the environment, mapped to RGB channels. This approach enabled smooth transitions between colored textures, moss, and shadows, which helped architectural assets blend naturally with the surrounding environment. The result was a more immersive and seamless visual experience, merging human-made structures with nature.

Crystal Details

Tools Gallery (Preview)

Overview

Curious to learn more? The Tools page offers a deeper look into the crucial parts of our development process. Over the years, these systems have been key to streamlining workflows, automating tasks, and improving efficiency across a wide range of projects. It’s a glimpse into innovations that have enhanced production and helped us deliver high-quality results.

Tool Development

Tools Details