Senior Technical Artist and technical leader with AAA experience at Halo Studios and Ubisoft. Owns real-time graphics, material pipelines, and artist-facing tools, pairing hands-on C++/Slate and shader development with cross-team performance optimization. Leads technical artists, establishes production standards, and builds team capability through mentorship, artist training, and practical AI-assisted workflows.
•Owned planetary rendering and authoring workflows, developing planet and halo ring atmosphere ray marchers, skyboxes, and Blueprint-driven lighting tools.
•Built C++/Slate material tools for Unreal Engine 5, combining browsing, lighting previews, permutation and Nanite diagnostics, Data Validation, and headless audits.
•Optimized shield FX, post-process shaders, texture usage, and character/weapon Blueprint logic, simplifying algorithms to improve runtime performance while preserving visual quality.
•Embedded with VFX during final production to resolve content bugs and CPU/GPU issues across first-person, third-person, split-screen, and networked gameplay.
•Authored cross-team material standards and artist training resources; helped define outsourced-content guidelines and refined artist-facing tools through feedback.
•Guided lighting artists in adopting AI-assisted workflows and partnered with Tech Art to evaluate secure, scalable integration strategies.
•Owned material-pipeline and shader development for weapons, environments, and ships across four Star Atlas projects.
•Led a small team of technical artists in content creation and performance analysis; drove technical art direction to balance visual quality and runtime performance.
•Built Unreal Editor Utility Widget (EUW) tools to support artist-facing content creation and material workflows.
•Developed and optimized character, weapon, and cosmetic shaders for a shipped AAA multiplayer title, balancing visual quality with rendering performance.
•Standardized material and shader-authoring pipelines across departments; authored shader, performance, and onboarding documentation to support consistent implementation.
•Led team-wide performance profiling and optimization efforts to identify rendering bottlenecks and improve development efficiency.
As a tech artist I'm responsible for game asset implementation, shader development using in engine tools, VFX, rigging, and animation.
I'm responsible for modeling, optimizing, texturing, implementing, and lighting assets into engine for product delivery. Assets range from props, environments, to animations, textures, etc.
Created full-pipeline assets for indie studios and brands, from concept through final render, specializing in stylized and low-poly work.