Over the last 6 years as a Game Developer and Technical Artist, I’ve crafted immersive experiences for clients like Google, Lowe’s, and Verizon by writing clean, performant code and utilizing DCC tools.
I’ve collaborated with artists, designers, project managers, and other engineers to ensure quick and quality output while consistently following best practices to ensure growing tools are maintainable and scalable.
My portfolio showcases a range of visual effects, developed features, and highlights asset creation pipelines I helped design in service of VR, AR, mobile, and web applications.
WORK 01
Performant Visuals: Lighting & Shaders
Engineered appealing and performant 3D visuals, implementing fragment shaders, lighting solutions, compute shaders, and post processing effects.
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Graphics & Gameplay with Shaders
Creating A Visual Style for ReadySet
WORK 02
Feature Development
Conceived, implemented, and deployed interactive features like player movement controls, data collection and management, report generation capabilities, and utilized backend solutions like Google Firebase.
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ReadySet Feature Development
Galaxy Gravity
Realtime Softbody Physics
WORK 03
Asset Creation
Created pipelines to bring 3D models from DCC tools to a cloud database to user’s machines. Ensuring visual excellence through a Physically Based workflow and utilizing methodologies like photogrammetry with retopology.
Added custom made primitive objects through scripting, allowing repeated shapes like bags and candy bars to be made in seconds.
WORK 04
Design: UI Elements
Worked with designers to create a user-friendly UI empowering cloud connectivity, search query generation, the creation and storage of files, and comprehensive data review for research insights.
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Reimagining Tears of the Kingdom’s UI
WORK 05
Mobile AR
Cute Things – An AR visualizer, aiding filmmakers in initial videography and photography with real time, interactive CGI to communicate with actors and crew, enhancing efficiency and creativity.







































