Hi! I'm a Game Designer, Technical Artist, Environment Designer, Tech Designer, and Cinematic Designer with 6 years of experience.
I am proficient in: real-time rendering, offline cinematics, Unreal Blueprints/C++, PBR and stylized materials, lighting/camera design, performance optimization, motion capture, virtual production, hard-surface modeling, DevOps (Perforce & SVN server deployment & admin), UI/UX design, and technical writing.
I've also been a cinematographer, editor, and colorist in the film industry for 16 years.
Key Software: Unreal Engine 4/5, Blender, Adobe Photoshop & Illustrator, Substance Painter & Designer, ZBrush, EmberGen, and Davinci Resolve.
- Lead virtual production and performance capture projects using Unreal Engine 5, including virtual camera operation (Glassbox Dragonfly) and cinematic renders.
- Develop custom Unreal Engine tools and workflows focusing on optimization and automation.
- Manage DevOps pipelines, serving as Perforce version control server admin and creating cross-project asset repositories.
- Help create 3D environments: materials, modeling, texturing, lighting, and VDB fluid simulations.
- Write technical documentation
- Deliver high-quality cinematics using Sequencer, Path Tracer, and external rendering pipelines
- Design and develop space/sci-fi games in Unreal Engine
- Direct art style, environment design, UI/UX, and branding
- Administer DevOps pipelines using Subversion and Perforce, maintaining Unreal Engine source code and managing version control.
- Create and rig hard-surface character & vehicle models, integrating them into Unreal Engine with Animation Blueprints, actor sequences, cloth and Control Rig
- Develop technical art assets, including editor utilities, custom materials, post-process effects, and Niagara particle systems.
- Optimize performance and write automation scripts to enhance workflows and production efficiency.