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Pipeline & Process Leadership

  • Developed and implemented a custom Excel-based sprint and backlog tracker, replacing Jira across multiple projects.

  • Enabled task performance monitoring, burn chart automation, and sprint review transparency.

  • Created reusable asset documentation, validation checklists, and integration templates for Unity and Unreal pipelines.

Cross-Functional Communication

  • Acted as the technical bridge between art, programming, and design on both simulation and game projects.

  • Coordinated directly with SMEs, stakeholders, and development teams to ensure visual clarity, scope alignment, and performance goals.

  • Authored integration guides, style standards, and troubleshooting workflows to enable team autonomy and efficiency.

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Unannounced Project
(JANUS Research Group)

Style: Realistic
Team Size: 2 Artists, 4 ISDs, 2 Project Managers
Role: Art Producer


Oversee art tasking and pipeline coordination across simulation projects. Manage sprint planning, backlog grooming, and performance tracking using a custom Excel system. Collaborate with artists, designers, and programmers to ensure assets are scoped, optimized, and delivered efficiently for Unity-based applications.

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Sailor FY22 RRL 2025
(Cubic via JANUS Research Group)

Style: Realistic

Team Size: 11 Artists, 2 Programmers, 10 Tech Designers, 4 Project Managers

Role: Lead Technical Point of Contact

 

Acted as the main technical liaison between Cubic's engineering team and JANUS’s artists. Managed asset integration into Unity, enforced optimization and naming standards, and co-managed the art team with the Art Lead. Focused on real-time performance and delivery for a U.S. Navy training simulation.

"Chris is one of the most talented artists I know, not only is he efficient with his time but his attention to detail and getting the job done properly always impressed me. Chris is a hard working and dedicated employee and is very helpful to his teammates. Anytime I had a question or problem he was the first person I would go to and my questions/problems would always get resolved by him. Without Chris's guidance and ability to lead and be a role model for other artists, the projects he worked on would not have gotten done. Chris's vast knowledge and talent with 3D modeling software and game engines make him an irreplaceable artist to any company, I would highly recommend him."

Zofia MartinGraphic Designer

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Minions of Steel
(Unhumanly)

Style: Stylized

Team Size: 2 Artists, 1 Animator, 3 Programmers, 2 Project Managers

Role: Art Manager

 

Directed a lean team on a stylized title, handling sprint planning, Jira management, and asset review. Maintained stylistic cohesion and performance standards while supporting remote team growth and development.

"Chris Ressler has been a valued member of the Unhumanly team, contributing significantly to both 2D and 3D art production. In addition to his artistic skills, Chris took initiative in organizing development tasks and creating the overall schedule for the art pipeline.

He is highly adaptable and responsive to changes throughout development and has consistently maintained clear and timely communication in our remote work environment—an essential trait for our distributed team.

Chris’s creative output has been both high-quality and reliable. His planning and scheduling abilities ensured that the art team remained on track and met deadlines consistently.

Beyond his technical and creative capabilities, Chris is approachable and quick to grasp production goals and constraints. He frequently provides thoughtful, constructive feedback that strengthens team-wide ideas and workflows."

Jerry Waugh, CEO Unhumanly

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Soul Shard
(19 Souls on Board)

Style: Stylized / Realistic

Team Size: 4 Artists, 2 Animators 5 Programmers, 2 Project Managers, 6 Tech Designers

Role: Creative Lead

 

Led the creative vision and coordinated visual implementation for a stylized narrative game. Oversaw scene layout, asset documentation, and team workflows while supporting production coordination across disciplines.

"It has been a privilege to work with Chris Ressler at the Florida Interactive Entertainment Academy. He has impressed me time and again on his knowledge within multiple fields of game development. He doesn't just settle for what is expected. He always goes beyond, not only in his own post, but the post of his team to ensure everything has the full support he can provide. As a 3D artist, I witnessed his superhuman talent of making high quality assets in record times. It was never in question on whether or not he would complete his task. In fact, I always had to assign him more work once he finished. As a lead designer, he pulled a game and development team out of a tight spot to cross the finish line. He did this through highly detailed communication and scheduling. If I had to describe Chris in one word, it would be 'superior.' I cannot think of someone more dedicated or deserving of development recognition."

 

Grant Bentley, Technical Project Manager

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Behind the Teams

I lead by creating clarity: in communication, in task ownership, and in pipeline execution. Whether managing stylized indie teams or overseeing technical delivery for simulation projects, I focus on building sustainable workflows that support creative excellence, cross-discipline collaboration, and on-time delivery.

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