Richard Scott Diamant

Technical Art Director / Tools / Systems Engineer
Print-ready resume

Technical Art Director / Tools / Systems Engineer

Highly accomplished Technical Art Director with extensive experience leading art and technical teams across AAA game development. Deep Unreal Engine (UE4/UE5), C++, Python, and DCC pipeline expertise with a focus on scalable systems for complex projects.

Professional Experience

2000 — Present

Netflix Los Angeles, CA

Transmedia Pipeline R&D Technical Artist UE5 • C++ • Houdini AI Prototyping • Pipelines
Sep 2024 — Jan 2026
  • Provided technical art consultation and implementation across multiple transmedia projects, bridging film and game pipelines.
  • Led lighting and look development for AI-driven prototypes, establishing visual targets and quality benchmarks.
  • Engineered a real-time speech-to-MetaHuman facial and voice system in C++, achieving sub-second runtime conversion for dynamic character performance.
  • Developed Houdini pipeline automation to convert high-fidelity film assets into optimized low-poly game-ready models.
  • Prototyped end-to-end character pipelines leveraging AI from concept through in-game implementation using programs like Comfy UI and Stable Diffusion as well as online AI creation tools.
  • Architected a systematic, game-agnostic UE5 modular character system:
    • Editor tools for real-time part swapping (shirts, pants, boots, etc.) with auto-population from configurable folder structures.
    • Runtime subsystem for character/part management and spawning.
    • Intelligent polygon occlusion editing (e.g., boots auto-hide foot geometry).

Phoenix Labs Vancouver, Canada

Technical Art Director UE5 • C++ • Python Pipelines • Tools
Jul 2021 — May 2024
  • Spearhead technical art direction for a new UE5 Space MMO IP, establishing folder structures, naming conventions, and engine-wide standards across disciplines.
  • Defined and implemented lighting and post-processing rules/values to achieve target visual fidelity.
  • Engineered the end-to-end ship pipeline to support external contractors across diverse DCC packages, optimizing for efficiency and iteration speed.
  • Developed custom internal UE5 tools and external asset management solutions (standalone app with Perforce integration, C++ UE plugin, Blender/Maya exporters).
  • Partnered with engineering/design/art to align pipelines with Mass entity framework.
ECS foundation & prototyping highlights
  • Built core Mass processors/fragments, hierarchical entity structure, delegate support for Blueprints, core tags, and ECS function libraries.
  • Designed and implemented core gameplay systems.
  • Created actor-independent camera blending system and initial ECS flight model (physics & non-physics).
  • Developed runtime ship-building editor with entity visualization, placement storage, and custom hull static mesh generator for physics.
  • Produced prototypes (multiplayer ship fighter, 3D clicker with progression, 3D space combat) and led look-dev lighting/material exploration.

Wildlife Studios Sao Paulo, Brazil

Studio Technical Art Director Python • PySide2 Multi-project
Jul 2019 — Jul 2021
  • Established and led a tech art team from the ground up, supporting 8+ concurrent projects and multiple prototypes.
  • Unified asset creation/implementation processes across teams, defining studio-wide standards and scalable resource allocation.
  • Co-developed the core code structure for Maya tools (Python/PySide2) including auto sync/update and project branching.
  • Owned key tooling: MetaNode system (component-based rigging/export metadata), Character Manager, engine-agnostic Asset Builder, and Unity environment composition tooling.

Riot Games Santa Monica, CA

Technical Art Director / Principal Artist UE4 • C++ • Blueprint Maya Pipeline
Sep 2013 — Jul 2019
  • Provided technical art direction and built tools/pipelines for Project F (R&D), aligning systems with the Art Director’s vision.
  • Architected the Maya art pipeline: skeletal exporters/batchers, environment kit tooling with custom referencing, scriptable skeletal systems, and modeling tools.
  • Implemented multiple UE4 systems (Blueprint/C++): camera management for multiplayer, data-driven character management, character state and hit handling, dynamic weather/environment swaps, global wind, and FX/audio trigger systems.
  • Created initial character and environment shaders; contributed to look development through characters and environment assets.

Blizzard Entertainment Irvine, CA

Lead Character Artist Maya Tools • Pipeline Team Leadership
Oct 2010 — Sep 2013
  • Owned character look and pipeline for Project Titan (Next Gen MMO) and managed a team of 12 character artists.
  • Developed Maya tools (Python, PyQT, MEL, C++ API plugins) used across teams for custom lighting, baking, and modeling.
  • Provided technical direction on core engine-facing features including lighting/shader technology and rigging/skinning pipelines.

Naughty Dog / Sony Santa Monica, CA

Lead Character Artist R&D • Pipeline PS3
Jan 2006 — Oct 2010
  • The Last of Us (PS3): Contributed to early R&D, created initial Joel and Ellie models for prototype work, and advanced the character pipeline.
  • Uncharted 2 / Uncharted (PS3): Built the character pipeline, modeled Nathan Drake (benchmark model), collaborated on facial system/poses, and partnered with programmers to improve shaders.
  • Mentored and managed character artists, assigning tasks and ensuring consistent quality.

NCSOFT Visual Studios Santa Monica, CA

Lead 3D Artist Unreal 3.0 Cinematics
Apr 2005 — Jan 2006
  • Tabula Rasa: Streamlined next-gen character pipeline and improved existing artwork.
  • Secret Project (Unreal 3.0): Developed character pipeline; authored high/low-poly models, textures, and shader networks in UnrealEd 3.0.
  • Guild Wars Cinematic: Built high-res cinematic models; handled texturing, shading, and lighting.
  • City of Villains poster: Produced high-res promo models with full look-dev responsibilities.

Genuine Games Woodland Hills, CA

Lead Character Artist Pipeline • Supervision Xbox/PS2
Oct 2003 — Jan 2005
  • 50 Cent: Bulletproof: Developed character pipeline; supervised modeling/texturing; created real-time character assets.
  • Fight Club: Developed character pipeline including normal mapping implementation; built models/textures/shaders and character lighting.

Hypnotix Little Falls, NJ

Lead Artist Real-time • Marketing PS2/Xbox/PC
May 2000 — Mar 2003
  • Outlaw Volleyball / Outlaw Golf 1 & 2: Created characters/environments, supervised teams, contributed to rigging/animation and marketing renders.
  • Deer Avenger 4: Modeled characters/weapons/worlds; owned lighting/texturing/rendering for cinematic shots.
  • REPO: Title contribution (details available upon request).