Chris Lewis

Chris Lewis

Technical Artist

Zeromatter

Technical Artist

2024–Present · TypeScript · React · Rust · Python · Maya · three.js

At Zeromatter I help across art and engineering, building the tools and pipelines the content team uses to bring thousands of 3D assets (human actors, vehicles, and static props) into a proprietary real-time simulation engine.

3D Asset Editor

I designed and built a browser-based 3D asset editor, delivered as a cross-platform desktop app. The front end is TypeScript and React with three.js for real-time WebGL rendering, packaged with Rust and Tauri. Artists can import and export FBX files, edit geometry, and assign and edit materials directly in the app, turning what began as a simple 3D preview into a full editing tool.

The editor also handles AI-powered ingestion of third-party assets: it parses FBX scenes, analyzes texture sets to generate engine-compatible materials, and lets artists interactively extract individual assets from marketplace bundles (e.g. TurboSquid). Much of this tooling was built using agentic AI workflows to accelerate development.

Pipelines & Automation

As the primary developer of the content team's Maya tooling, I built export and validation tools, vehicle setup tooling, and animation retargeting and clip processing to make assets engine-ready and streamline the artist workflow.

I also built vehicle lighting systems and art CI with GitHub Actions and validation scripts to keep the content pipeline healthy.

Mentoring

I mentor team members on the internal tools and workflows I help build.