Chris Sprance is a senior technical artist with over 16 years in games, blending deep character tech art expertise with systems and web development to streamline production pipelines for AAA and indie titles. He has led character pipeline architecture and team operations, shipping live-service content and orchestrating large migrations such as moving an entire studio to ShotGrid with custom daemons and web services. Proficient across Houdini, Python, HLSL/GLSL, UE4/Unity/Snowdrop and DCCs like Maya, Max, Modo and ZBrush, he builds practical tools for rigging, morph-driven character systems, baking, and shader optimization. His background as a lead systems-builder includes automating LODs and icon pipelines, creating map-visualization tools, RCON/server tooling, and even running Dockerized web infrastructure and community tooling. Comfortable at the intersection of art and engineering, he consistently translates production problems into robust, automated workflows that scale across teams and outsourcing partners. Based in Myrtle Beach, he brings both hands-on asset craft and full-stack pipeline thinking—often surfacing non-obvious wins by treating content pipelines as web-enabled systems.
11 years of coding experience
3 years of employment as a software developer
Associates of Science Computer Science, Associates of Science Computer Science at Horry-Georgetown Technical College
Interactive map utility for Miscreated a Sandbox Survival Game on CRYENGINE
Contributions:1 release, 1 PR, 3 pushes in 1 year 11 months
sandboxsurvivalmapmiscreatedinteractive-map
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