Ken Mayfield
Senior Technical Generalist
Senior Technical Generalist with nearly two decades of experience delivering AAA games, XR applications, and real-time simulation systems across commercial gaming and defense. Known for bridging art and engineering to solve complex technical challenges and enable teams to work more efficiently.
Technical Focus
Unreal EngineTechnical ArtPipeline ArchitecturePerforceSource ControlPerformance OptimizationReal-Time SystemsBlueprintsC++XRVFXAutomation
Selected Projects
AAA Games
Sleep Awake • Borderlands: The Pre-Sequel • Sunset Overdrive • Spec Ops: The Line • Phantom Dust • F.E.A.R. 2 • Condemned 2 • Gears of War • Aliens: Colonial Marines – Stasis Interrupted • Ratchet & Clank: Before the Nexus
Emerging Technologies
Magic Leap augmented-reality experiences • VR interactive music experiences
Defense & Enterprise
Real-time interactive visualization, simulation, and demonstration systems for Lockheed Martin Rotary & Mission Systems
Professional Experience
Lockheed Martin
Unreal Engine Architect | Rotary & Mission Systems
2022 – Present
- Develop complex Unreal Engine interactives for visualization, simulation, internal initiatives, customer demonstrations, and public-facing experiences.
- Designed and implemented Perforce-based source control backends supporting teams ranging from approximately 15 to 120 users; contribute to planning for broader enterprise adoption.
- Build reusable workflows, deployment pipelines, and technical infrastructure that improve consistency and reduce friction for developers and artists.
- Mentor two formal mentees, support an approximately 12-person team, and advise Unreal Engine users across the enterprise beyond the immediate organization.
- Collaborate across engineering, art, and program leadership to solve difficult cross-disciplinary problems and deliver performant real-time applications.
EYES OUT
Lead Technical Artist | Sleep Awake
2020 – 2022
- Served as the technical bridge across engineering, art, animation, AI, audio, VFX, design, and build engineering.
- Optimized content and runtime performance across PC, Xbox Series X|S, and PlayStation 5.
- Worked with contractors and external partners to maintain technical quality and production consistency.
Redpill VR
Lead Technical / VFX Artist | Unreal Engine / PC
2019 – 2020
- Built VR demo content combining real-time development and machine-learning-driven musical experiences.
- Created the VFX and Technical Art pipeline, optimized demo performance, and prepared reliable on-site deployments.
Magic Leap
Lead Technical Artist | Unreal Engine 4 / Unity
2015 – 2019
- Developed Unreal Engine and Unity experiences demonstrating next-generation augmented-reality hardware.
- Helped drive the Unreal Engine side of the SDK; created artist-facing tools, runtime pipelines, and content workflows.
- Maintained Perforce structure and standards while optimizing applications for emerging hardware.
Darkside Game Studios
Senior Technical / VFX Artist | Multiple AAA Projects
2012 – 2015
- Created and maintained Technical Art pipelines, workflows, and tools across multiple simultaneous projects.
- Improved runtime performance across Xbox, PlayStation, PC, and mobile targets.
- Bridged engineering, art, design, and production while supporting multidisciplinary teams.
Yager Development
Senior Technical / VFX Artist | Spec Ops: The Line
2008 – 2012
- Created and maintained the art pipeline, rapid-prototyped systems, and developed innovative runtime VFX.
- Improved performance across target platforms and supported a Technical Art group of approximately seven.
Monolith Productions
Technical Artist | F.E.A.R. 2 / Condemned 2
2007 – 2008
- Implemented level streaming and memory-management workflows for console development.
- Worked with engine teams on content, streaming, and art tools; trained level designers on performance-conscious layouts.
- Managed outsourced content and coordinated required asset revisions with external partners.
Additional Experience
Strange Games — Co-Founder / Director of Technology (2011 – Present) • SteamPunk Studios — Co-Founder / Director of Technology (2007 – 2011) • Ballena Technologies — 3D Architectural Modeler (2006 – 2007) • Microsoft Game Studios — Quality Assurance, Gears of War (2006) • Dodgeball, Half-Life 2 Mod — Technical Artist / Multiplayer Engineer (2005; 1M+ downloads; GDC nomination)
Education & Credentials
B.A. Multimedia Studies
Expected 2027
Game Development studies
2001 – 2005
Active Secret clearance
Technologies & Tools
Unreal Engine 3 / 4 / 5BlueprintsIntermediate C++PythonMaxScript3ds MaxPhotoshopNiagaraMaterialsRenderingVFXPerformance ProfilingPerforce AdministrationStreams & BranchingLoreSVN AdministrationGitBuild SystemsDeploymentVR / XRUnityUnigineSource EngineProprietary Engines
Platforms
PCXbox 360 / One / Series X|SPlayStation 3 / 4 / 5iOSAndroidMagic LeapViveOculus / Quest