About
Senior Technical Artist and 3D generalist with a decade of experience across AAA and indie game development — Bungie, Epic Games, Left Turn Studios. The work covers shader authoring, VFX, animation pipelines, asset optimization, tooling, and procedural content: broad scope on small teams, deep technical ownership on large ones. Comfortable in Unity and Unreal Engine, and quick to get up to speed in an unfamiliar codebase or tool when the project needs it.
The combination is a little unusual. Artistic training at DigiPen gave a foundation in 3D craft and a standard for what the work should look like. Four years of QA engineering at Bungie built a different kind of discipline: finding not just where things break but why, and building processes so they break less often. That QA background shows up in how the tech art work gets done — not just making things look good, but making pipelines that hold, tooling that other people can actually use, and documentation that means the knowledge doesn't walk out the door. The intersection of engineering precision and artistic craft is where the work lives.
Currently working with Claude Code and LLM-based workflows for tooling and pipeline problems — not as a shortcut, but as a way to build things faster with more deliberate craft than a solo developer could manage alone. The How I Work page gets into the specifics of how that collaboration actually functions and what it produces.