Jason Brackman
About Jason Brackman
Jason Brackman is a Principal Technical Artist at Relic Entertainment, where he has worked since 2008. He holds a BFA in New Media from The University of Lethbridge and has extensive experience in scripting asset pipeline tools and facilitating art asset organization.
Work at Relic Entertainment
Jason Brackman has served as Principal Technical Artist at Relic Entertainment since 2008. In this role, he has contributed to the development of several notable projects, including Company of Heroes 3, Dawn of War III, and Company of Heroes 2. His responsibilities include scripting asset pipeline tools for FX and environment artists, utilizing MXS and Python. He also facilitates the organization of art assets and automates development test tasks, enhancing production efficiency. Brackman engages in daily communication with artists and engineering staff to ensure alignment on production goals and timelines.
Education and Expertise
Jason Brackman holds a Bachelor of Fine Arts (BFA) in New Media from The University of Lethbridge, where he studied from 2001 to 2004. He also earned a Bachelor of Education (B.Ed.) from The University of Winnipeg, studying English and History from 1991 to 1996. Additionally, he completed an Associate Certificate in Applied Software Development with Distinction at the British Columbia Institute of Technology from 2008 to 2010. His expertise includes facilitating experimentation and iteration across project lifecycles, particularly in the context of game development.
Background
Jason Brackman began his career as an FX Artist at THQ, which later became part of Relic Entertainment, from 2005 to 2008. During this time, he developed foundational skills that contributed to his current role as Principal Technical Artist. His academic background spans multiple disciplines, including English, History, and New Media, which informs his approach to technical artistry in game development.
Achievements
Throughout his career, Jason Brackman has played a key role in the development of various acclaimed video games. His contributions to scripting asset pipeline tools and facilitating art asset organization have been integral to the success of projects such as Warhammer 40k: Space Marine and Dawn of War 2: Chaos Rising. His work has supported the scaling of ideas and the efficient execution of production tasks within the development teams.