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Leadership, Collaboration & Production Flow

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Tools, Pipelines & Technical Process

Who Am I? → "Creative Mind, Strategic Hand"

I'm Chris K. Ressler, an Art Producer, 3D Artist, and Game Designer based in Cary, North Carolina. I’ve spent the past 6+ years building immersive, game-ready assets and environments while leading cross-functional teams across both indie games and government simulation projects.

Currently, I work as an Art Producer at Janus Research Group, where I oversee the creation and integration of 3D content for large-scale Unity-based simulations. I also develop custom production tools - like task tracking dashboards to streamline communication between art, design, and production.

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What Do I Do? → "Building Worlds, Leading Teams"

Why Do I Do It? → "Where Vision Meets Execution"

What’s Next? → "Let’s Build What’s Next, Together"

I’m always open to meaningful collaboration - whether it’s helping a team refine its art pipeline, advising on project planning, or jumping in to solve production challenges with a creative lens.

If you're working on something ambitious and need someone who understands both the art and the infrastructure behind it, I’d love to hear about it.

✅ Consulting on art production workflows
✅ Mentorship for junior artists or producers who are interested in diving in
✅ Creative direction and asset planning
✅ Technical problem-solving and pipeline design

Want to connect or chat ideas?
📩 Reach out to me@tempoch.com or message me on LinkedIn.

Let’s make it happen!

  • LinkedIn

While I'm not actively seeking new roles, I’m always open to collaboration, mentorship, or project consulting - especially in areas that blend creative production with technical execution.

I thrive in environments that combine creative ownership with production discipline, and I enjoy helping teams scale up through better tools, pipelines, and planning.

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Game development hits the perfect intersection of design, systems thinking, and artistic storytelling. Growing up across different countries, games were a constant source of connection and creativity for me - they made the world feel bigger, and more interactive.

Today, I bring that same passion to the work I do - whether it's designing military assets for simulation, conceptualizing player-driven levels, or refining production workflows that help artists do their best work.

I'm always looking for new ways to build better pipelines, support stronger teams, and make development just a little more human.

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