Lead Technical Artist with 15+ years in games and deep expertise in Unity pipelines, tools engineering, and performance optimization. Partners closely with art, design, and engineering to build efficient content workflows from DCC tools to in-game. Loves creative problem solving, mentoring teams, and turning complex requirements into intuitive authoring and implementation tools.
Pipeline Development • Tools Engineering • Performance Optimization • VFX • Shaders • Asset Integration • Technical Documentation • Cross-discipline Collaboration • Mentorship
Unity • Maya • C# • Python • Shader Graph • MEL • Blender • Photoshop • Perforce • Git • Jira • Confluence
Prototyped look (shaders, VFX) and features (camera and character placement system) for an unreleased game.
Optimized particle systems to improve performance in ”Squid Game: Unleashed.”
Mentored technical artists for career growth and technical skills.
Collaborated with Animation and Engineering to redesign the “Netflix Stories” character creator and the pipeline for implementing character art in the game. Wrote tools to make character asset creation more seamless. Managed character creator content.
Worked from a centralized team to evaluate various projects for pipeline inefficiencies and provide guidance on addressing them.
Collaborated within a small prototype team to establish foundational Unity workflow for UI, VFX, and animation, then owned initial asset implementation and data structures into production including documentation and training as the art team scaled.
Designed an environment art pipeline and developed Maya tools for authoring assets compliant with custom shaders and Unity tools for importing those assets.
Prototyped character creator systems that informed future features.
Built a suite of general-purpose Unity tools for the art team to make common tasks more streamlined, saving minutes to hours per artist per day.
Designed and implemented NPC animation, pathing, and interaction systems in partnership with design and engineering.
Integrated 3D art and data assets and created documentation for consistent asset authoring.
Created VFX and cutscenes aligned with visual direction and technical constraints.
Evaluated concepts for technical feasibility and provided guidance on how to accomplish art and design goals.
Developed asset and animation pipeline for “FarmVille2: Country Escape.”
Contributed to design of game systems and features.
Collaboratively developed art pipeline, created and implemented assets for “CastleVille: Legends.”
Designed features and quests, created and implemented assets for “Frontierville.”
3D level art and lighting, vector art creation, asset implementation
Squid Game: Unleashed (mobile) • Netflix Stories: Selling Sunset (mobile) • Netflix Stories: Love is Blind (mobile)
Wonka’s World of Candy (mobile) • FarmVille 2: Country Escape (mobile) • CastleVille: Legends (mobile) • FrontierVille (Facebook)
Tony Hawk: Shred (Wii) • Tomb Raider: Trilogy (Playstation 3)
Bachelor of Fine Arts in Game Art and Design
Committee member for Scouting America scout troop.
Den Leader for Scouting America cub scout pack.
Treasurer and founding member of an educational non-profit company.
Volunteer teacher of game design to elementary and middle school students.
Eagle Scout