Profile
Lead Technical Artist with a multidisciplinary background in 3D art, shader and material authoring, real-time rendering, game development, and production software. Builds and maintains the workflows connecting creative teams, digital content creation tools, and game engines. Combines hands-on modeling, animation, and visual development with C#/Python tooling, runtime integration, and performance optimization.
Core capabilities
- Cross-disciplinary art/engineering pipelines
- Blender and procedural modeling
- Shader/material development (HLSL, GLSL, node-based)
- Python and C# tooling
- Unity integration
- Animation systems and GPU/VAT workflows
- VFX and look development
- Asset optimization, atlasing and compression
- Editor and runtime systems
- Technical leadership
Professional experience
Bad Dog Games
Dec 2024–PresentLead Technical Artist
- Lead technical-art workflows for real-money slot and skill-game production, connecting visual development, asset preparation, Unity implementation, and developer handoff.
- Create and integrate polished game art, shader effects, animation, and reusable presentation systems with attention to visual quality and constrained target hardware.
- Develop a flexible 2D shader framework with SDF-based outlines and shadows, light sweeps, gradients, color treatments, and reveal effects using per-instance controls.
- Replace Animator-heavy content workflows with lightweight state-based animation control; improve atlas organization, texture compression, and runtime behavior.
OnChain Studios
Feb 2023–2024Technical Artist
- Produced art and real-time experiences for licensed properties including Disney’s Mickey and Friends, Star Wars, and Masters of the Universe.
- Built Python and C# production tools for asset preparation, look development, performance analysis, and engine integration; collaborated across art and engineering.
- Authored and optimized shaders, animation systems, VFX, and texture workflows for web, mobile, and desktop delivery.
Arrow International
Aug 2020–Feb 2023Lead Technical Artist / 3D Generalist
- Led technical-art workflow coordination across artists and developers, including pipeline decisions, documentation, and production problem-solving.
- Modeled, animated, authored materials and VFX, and integrated game-ready content; developed Blender Python tools, Unity C# scripts, and shaders to streamline production.
ONEFIRE
Jul 2017–Jan 20203D Generalist / Gameplay Programmer (Contract)
- Helped design and build AR, VR, and mobile experiences in Unity and Unreal, contributing gameplay, 3D assets, shaders, materials, UI, and audio.
Earlier experience: Float — Designer (2017–2018); The Iona Group — Animator / Front-End Developer (2017–2018).
Selected independent projects
OpenVAT
Creator / Open-source Blender Extension
- Created a vertex-animation-texture authoring pipeline and Unity/Unreal decoders, including full-range EXR export, channel normalization, normal packing, multi-track playback, and artist-facing optimization tools.
PlushEngine
Creator / Independent Game Engine, Editor & Runtime
- Developing a C# game engine and Avalonia editor with real-time PBR rendering, HDR/ACES, ambient occlusion, shader translation, physics integration, and Blender-inspired datablock architecture.
- Building scene, behavior, pooling, rendering, and asset workflows informed by hands-on technical-art production.
Education
Bradley University — B.S. Interactive Media; B.S. Music | Peoria, IL | 2013–2017