I'm a Technical Artist and Software Developer for games.
I bridge gaps between people and projects.
With 2+ years of multi-disciplinary experience, rigorous technical communication, and a chipper, earnest presence, I bring support and joy to creative teams.
My strengths are pipeline & workflow automation, UI/UX, engine tooling, shaders, and graphics engineering. I wear many hats to get things done.
Character rigging and tools engineering for NBA 2K24.
Designed and wrote pipeline tool to speed up manual lighting reviews by 400%.
Automated and reviewed changes made to >1000 athletes, saving 3GB from a day-one patch and fixing bugs.
Wrote tools for Maya, Photoshop, Perforce, ShotGrid, and proprietary software using Python, Javascript, HTML/CSS, and AutoHotkey
A visual scripting language for modding OpenTTD, made in Godot.
Develop language and compiler to translate VNML projects to GRFs, the binary script format accepted for OpenTTD content mods.
Create visual editor for VNML in Godot, complete with an integrated painting software and localization tool.
The development of VNML motivated an overhaul of Godot's graph UI system to reduce technical debt and offer new features in-engine.
Propose and implement engine change in C++
This change is available as a pull request here: https://github.com/godotengine/godot/pull/108099
Automated build and deployment infrastructure using GitHub Actions.
Profiled and optimized custom shaders, maintained legacy editor tools.
Managed technical team of four, communicated requirements with faculty
Developed in-engine procedural track editor tool using Houdini, allowing designers to quickly create and iterate on race track meshes.
Administrated Perforce server running on AWS for version control.
Created VFX using Niagara and models using Maya and Substance Painter.
Lead production, facilitating communication, managing tasks with Trello, and organizing meetings.
Assisted with gameplay engineering in Blueprints.
Developed editor for adjusting multi-projector screen bounds in Unity. Embedded editor in existing client .Net application.
Simulated physical camera attributes, creating a digital scene that matches its real-life counterpart to maximize round-trip accuracy.
Refined requirements, delivered project in presentable state for demonstration at key conferences.
A narrative-driven 3D RPG about the battle against apathy, made in Unity.
Implemented gameplay features, such as AI behaviour systems, player control, and an extensive cutscene system.
Developed shaders to add effects such as dithering "look-through" and custom terrain splat-mapping with "PSX"-style vertex jitter.
Lead production, designed systems, wrote dialogue.
Above: Self-portrait, 2025. Made in Blender, composited in Photoshop.
Across: Fanart of Outer Wilds: Echoes of the Eye, 2023. Digital illustration in Procreate.
Below: Concept art for untitled game, 2025. Digital illustration in Procreate.
Below: VFX for untitled game, 2023. Made in Unity using ShaderGraph.
Below: Untitled prototype, 2021. Made in Unity with shaders written in ShaderLab and control scripting in C#.
An unreleased game I made with two friends in two months in 2024.
I created the majority of the 3D assets and textures, VFX, UI, and sound design+music for the game. I also contributed to writing, gameplay scripting, and design.
Models and textures made in Blender, lighting/shaders/VFX made in Godot, UI elements drawn in Photoshop and assembled in Godot.
A recreation of this illustration by A. Shipwright as realtime VFX.
Made in one day with Niagara in Unreal.