“I’ve had the pleasure of working with Chris for many years and can confidently say he is one of the rare technical artists who seamlessly blends deep technical expertise with strong creative instincts. Chris brings exceptional range— from character tech art and shader development to pipeline optimization and procedural tool creation. He consistently elevates both the quality and efficiency of game development. Chris approaches every challenge with both innovation and practicality. His work across our AAA titles speaks to his adaptability, and he has a proven track record of leading teams to deliver high-quality results under demanding production timelines. Beyond his technical talents, Chris is deeply focused on improving workflows and enabling teams to do their best work. His knowledge of game engines combined with his strengths in modeling, rigging, and optimization makes him an invaluable asset to any studio. Add to that his web and systems background, and you have someone who truly understands the full production ecosystem. Chris is a thoughtful leader, a problem-solver, and a genuine multiplier for any team lucky enough to work with him. I would highly recommend him without hesitation.”
Chris Sprance
Myrtle Beach, South Carolina, United States
751 followers
500+ connections
About
A seasoned professional in the gaming industry with over 16 years of experience, I bring…
Activity
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Thank you to everyone who joined Clemson University’s Digital Production Arts Open House in North Charleston, SC on Friday, May 15. We were excited…
Thank you to everyone who joined Clemson University’s Digital Production Arts Open House in North Charleston, SC on Friday, May 15. We were excited…
Liked by Chris Sprance
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I've been building UnrealMCP in my free time. It's based on chongdashu's unreal-mcp but heavily modified by now. It lets Claude (MCP client) talk…
I've been building UnrealMCP in my free time. It's based on chongdashu's unreal-mcp but heavily modified by now. It lets Claude (MCP client) talk…
Liked by Chris Sprance
Experience
Education
Projects
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Rainbow Six: Siege Flow Production Tracking Migration
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Led the technical transition of the Rainbow Six Siege MTX (microtransaction) content team from JIRA to Shotgrid (Flow Production Tracking), fundamentally transforming their production pipeline. Working closely with Producer Diana Benocilla, developed comprehensive workflows tailored to the team's content creation needs and delivered studio-wide training on the new tools and processes.
This migration represented a significant operational shift, moving the team away from traditional…Led the technical transition of the Rainbow Six Siege MTX (microtransaction) content team from JIRA to Shotgrid (Flow Production Tracking), fundamentally transforming their production pipeline. Working closely with Producer Diana Benocilla, developed comprehensive workflows tailored to the team's content creation needs and delivered studio-wide training on the new tools and processes.
This migration represented a significant operational shift, moving the team away from traditional ticket-based project management to a specialized production tracking system designed for creative workflows. The implementation focused on dramatically improving content creation velocity while providing enhanced visibility into production status and bottlenecks.
Key outcomes included streamlined asset creation processes, improved cross-team collaboration, and real-time production insights that enable faster iteration and delivery of MTX content for one of Ubisoft's flagship titles.Other creators -
xDefiant
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Brought in as Technical Art Director to lead the MTX content delivery team and enhance the Shotgrid pipeline integration within the Snowdrop engine ecosystem. Stepped into the role to replace the outgoing Tech Art Director and immediately focused on optimizing content creation workflows and technical infrastructure.
During my tenure, spearheaded initiatives to improve cross-departmental communication and began establishing unified technical art standards across multiple studio locations.…Brought in as Technical Art Director to lead the MTX content delivery team and enhance the Shotgrid pipeline integration within the Snowdrop engine ecosystem. Stepped into the role to replace the outgoing Tech Art Director and immediately focused on optimizing content creation workflows and technical infrastructure.
During my tenure, spearheaded initiatives to improve cross-departmental communication and began establishing unified technical art standards across multiple studio locations. The goal was to create a cohesive technical art domain that would maximize efficiency and ensure consistent quality across all content creation teams.
Key focus areas included streamlining the Shotgrid pipeline for MTX asset creation, developing technical art best practices for the Snowdrop engine, and laying the groundwork for improved inter-studio collaboration protocols. While the project timeline was ultimately shortened due to the game's closure, the foundational work on pipeline optimization and cross-studio technical alignment provided valuable insights for future productions. -
Heartland
Honors & Awards
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2025 Eye of the Storm
Red Storm Entertainment Ubisoft
I received this award for the work I did with Diana Fitzpatrick (Benocilia) on Rainbow Six Siege where together we migrated the production from JIRA to Flow Production Tracking pipelines. A massive undertaking that took 8+ months and involved working with 50+ people and impacting potentially thousands of people on the production.
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2023 Red Storm - Eye of the Storm
Red Storm
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2021 Red Storm - Collaborator of the year
Red Storm Entertainment
An award given to the collaborator of the year, voted on by everyone at Red Storm.
Organizations
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IGDA
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- Present
Recommendations received
5 people have recommended Chris
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If you’re looking for a great producer and just a genuinely awesome person to have on your team - you really can’t go wrong with Allison. She’s…
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Amber Martinez produces AAA games. She began her career in acting before moving into post-production at Company 3, where she worked on episodic TV…
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Today was my first day with Escape Velocity Entertainment as an Implementation Artist. Stoked to be getting back into a routine and working with some…
Today was my first day with Escape Velocity Entertainment as an Implementation Artist. Stoked to be getting back into a routine and working with some…
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I would fight people to get to work with Brian again. Not Brian but other people.
I would fight people to get to work with Brian again. Not Brian but other people.
Shared by Chris Sprance
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