Ian Cormier is a technical artist specialising in tools and pipelines development for game production. In 2000 he started studying art at Cegep Edouard Montpetit but quickly found affinities with computer generated graphics. He then completed 2 attestations of college studies (ACS) in digital content creation and in programming.
He started his career as an artist at My Virtual Model. His programming and pipeline automation skills led him on the technical art path. After 3 years he got promoted as a Lead Technical Artist.
In 2007, he was offered a lighting artist position with Behavior, formerly known as Artificial Mind and Movement, and was assigned to Spider-Man Friend or Foe. He was then promoted to technical artist where he developed tools to improve production workflow on multiple projects, helping content creators troubleshoot issues and eliminate “pain points”. As a lead technical artist, he was part of the engine team. During that time he worked on 12 different titles.
In October 2010, his passion for game development led him to embark on a new journey at Electronic Arts to be part of the Dead Space franchise team where he helped finish Dead Space 2 and worked on Dead Space 3 for about 3 years. Despite his main role being writing production tools to improve team efficiency, he also acted as a physics stakeholder and was involved in High and Low Level Rendering Optimization.
In January 2013 Ian accepted a position at BioWare Montreal to help with the creation of a new pipeline using the EA Frostbite engine. During that time, he defined the baseline of the new BioWare Maya pipeline for one of the most anticipated games : Mass Effect Andromeda.
In 2015 he was invited to represent Mass Effect at the Frostbite Developer Conference where he presented a paper on reducing content iteration by simplifying technical workflow. Some of the ideas presented in this conference are still used across EA studios. For 5 years, he worked on the generally acclaimed Mass Effect Franchise.
In 2018 after completing Star Wars Battlefront 2, Ian once again was invited to the Frostbite Developer Conference in Stockholm. As a keynote speaker he presented “BioSocket, A live link to Frostbite engine”, a technology used to enable an intercommunication process between the Frostbite engine and any digital content creation tool.
After completing Star Wars Squadrons in June 2020, Ian decided to pursue his career in Virtual Reality and Augmented Reality technologies. He is currently working on Pokerstars VR Edition and some very exciting still unannounced projects.