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Scott McTavish
Senior Technical Artist


Hellbent Games
Lead Technical Artist, Video Horror Society (2018 - 2022)

Fountain Character Creation System
** Please note that work samples are limited due to the Early-Access Release of the Game and potentially sensitive images. **
One of the largest challenges for the project was to create a Character Customization System to support the game's monetization. The game's Art Direction required unique and interesting characters, but the small team size required a system that would not create a content production bottleneck. I based the initial design from my previous system in Mannheim, and expanded upon it by experimenting with Blend Shapes, interpolating bone positions within Unreal for Character Height variation, as well as a runtime IK system to allow animations on Characters of differing Heights to interact with the world correctly. The system was further expanded upon with a complex clothing layering system and facial accessory rig. The resulting system allowed for a wide range of body shapes, different character heights, re-usable animations across all characters that still interacted with the Environment properly regardless of height, as well as the ability for Clothing and Accessories to be shared across all current and future characters. The system empowered a relatively small team of 4 Character Artists to produce an incredible amount of content in a short amount of time, as well as ensured the monetization of the game's future is streamlined and cost-effective. I am incredibly proud of the system in its current state, and of the talented team at Hellbent that I worked with to see the system to its fruition. I am in no way responsible for this system alone, and am thankful to have been a part of its development.

Pipeline and Systems Development
** Please note that work samples are limited due to the Early-Access Release of the Game and potentially sensitive images. **
I was responsible for the creation and implementation of most Art and Animation pipelines as well as their systems within Unreal, as well as their implementation and structure within the project. Naming Conventions, Folder Structure, Level Streaming, Lighting Scenarios, Maya and Substance Designer Tools Development, Shading Network, Modularized Environments, and Optimization are just some of the Pipeline and Project Management-related areas that I was responsible for, alongside my standard duties as Lead Technical Artist. My focus was to allow a relatively small team to achieve the game's ambitious scope without inflating the game's development budget or timeline, by creating and maintaining clever and efficient Pipeline, Workflow, and Engine Art and Animation Systems.
Shading and Materials
** Please note that work samples are limited due to the Early-Access Release of the Game and potentially sensitive images. **
While I was responsible for many of the game's Art Pipelines and Engine integration, I was also responsible for the aesthetically driven shaders such as Ice, Snow, Vegetation, Skin, Holograms, Post-Processing, and a great many other specialized shaders that were required for the Environments, Weapons, Characters, and FX.
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