Technical 3D artist and Unreal/Unity developer bridging the gap between artistic vision and real-time engine performance. Proven track record of owning end-to-end 3D art pipelines, defining technical standards, and leading visual development for high-profile interactive projects. Expert in balancing high-fidelity visual targets with strict mobile and real-time rendering constraints within small, high-ownership studio environments.
Architected real-time environment pipelines, dynamic material systems, and internal editor tools for live, interactive virtual concerts. Acted as the core technical liaison between art and engine engineering teams to establish asset specifications, stress-test proprietary workflows, and deliver high-fidelity visual experiences under strict runtime budgets of Mobile VR (Meta Quest 3 & Pico 4).
*** 2023-2025 (Unreal Shows)
- Wave Makers Live Sessions (2025): Black Gryph0n : LaTasha : Reid Speed : Haywyre : Brian McKnight Jr : KaashPaige : Mazen : Slender Bodies : Luis Torres
ROLE: Sr. Technical Artist (Unreal Engine 5.2)
- modular material shader development
- created a large library of audio reactive material effects
- assisted genAI shader integration into layered material format (expereimental)
- further improved VAT generation tooling for fake crowds and environmental effects
- assisted procedural VFX development, organization (ie Niagara Modules) and optimization
- created dynamic gimbal camera system for live cinematic controls
- created dynamic gimbal light & laser effect systems for audio responsiveness
- led profiling and optimizations efforts (with RenderDoc)
- Calvin Harris Live (2023)
ROLE: Sr. Technical Artist (Unreal Engine 4.26)
I brought my VR development experience from Unity and migrated it to the Unreal, which brought a whole set of challenges.
- modular material shader development
- created VAT system for fake crowds and environmental effects (animated stone hands and flying aquatic animals)
- developed a mobile VR friendly fake dynamic lighting system for unlit materials
- led profiling and optimizations efforts (with RenderDoc)
***** 2021 - 2023 (Unity Shows)
Teflon Sega: Dimensions vol 1 (2023): Dimensions vol 2 (2023)
Justin Bieber: Live Interactive Concert (2022)
Pentakill: Lost Chapter (2021)
ROLE: Sr. Technical Artist (Unity)
- modular shader development for Avatar, Clothing, and Foliage
- audio reactive material effects
- custom editor tooling (TechArt Toolbox) for facial animation controls
- built Unity tools (TechArt Toolbox for Unity) for facial mocap data cleanup
- built dynamic camera system that could easily follow each performers face during the show to analyze FaceCap
- led gameplay & VFX profiling and performance optimization
- asset validation and project organization
Led technical art, environment optimization, and character interaction pipelines for real-time interactive medical simulations. Partnered with engineers and artists to build custom editor tools, author PBR material workflows, and ensure stable performance on mobile and standalone real-time hardware.
- Cross-Disciplinary Problem Solving: Partnered directly with gameplay engineers, environment artists, and animators to resolve technical bottlenecks and define standardized asset creation guidelines.
- Environment & Asset Integration: Built modular environment assets, set dressing, and gameplay metadata hooks to support responsive real-time interaction in constrained virtual spaces.
- Custom Editor Utilities: Developed custom editor tools to automate asset import, rigging setups, and scene assembly, reducing technical overhead across the art team.
- Performance Profiling & Optimization: Used frame-profiling tools to diagnose draw-call overhead, memory allocation, and geometry density, driving comprehensive optimization sweeps across all simulation modules.
- Technical Documentation: Authored internal technical wikis covering asset optimization, material graph architecture, and real-time lighting budgets for distribution across disciplines.
Principal artist and technical architect responsible for authoring the complete library of 3D environments, stylized assets, and foundational avatar systems from concept to runtime. Designed modular architectural kits and real-time lighting pipelines for cross-platform deployment on mobile and desktop hardware.
- 3D Environment Creation & World-Building: Modeled, textured, and set-dressed diverse 3D environments and modular architectural asset kits, establishing visual look development and spatial storytelling across multiple social spaces.
- Lighting & Shading Architecture: Designed real-time and baked lighting strategies paired with customized PBR materials to deliver high visual fidelity while adhering to rigid frame-rate constraints.
- Draw-Call & Memory Optimization: Engineered a custom mesh and texture atlasing pipeline for real-time asset baking, drastically reducing draw calls and optimizing memory footprints for constrained hardware.
- Procedural Behavior & Animation Logic: Developed technical animation logic for automated avatar behaviors, eye-gaze tracking, and procedural expressions, transforming static meshes into naturalistic interactive characters.
Led content production and asset pipeline development for interactive real-time character systems and interactive educational animations, setting early technical art standards and leading junior content developers.
- Pipeline & Standards Definition: Established foundational character art and real-time asset pipelines, establishing standards for geometry, rigging, and material setup.
- Rigging & Automation Tooling: Designed parameterized facial rigging pipelines and developed custom pipeline scripts to automate animation transfer and asset management workflows.