Portfolio

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4:LOOP (Unreleased)

Principal Technical Artist

Date: 2026

Description:

Principal Technical Artist on 4:LOOP (unreleased AAA). Authored a studio-wide suite of Unreal 5 shader, rendering, and tooling plugins and led performance optimization across character, environment, foliage, and decal rendering, reclaiming ~4ms/frame on decals and ~8ms/frame on foliage on PS5 while holding frame budget across a wide range of hardware.

Responsibilities:

  • Acting as both the technical art principal and lead and collaborating with the team through pipeline/tools development, art content support, shader authoring, R&D, hiring, mentoring, and managing.

  • Working with team leadership to rapidly prototype concepts and develop playtest proven ideas to polished realization.

  • Collaborating with engineering to develop, test, and integrate new engine and project features into the development environment, and ensuring all art systems are performant and stable on console.

  • Creating a suite of Unreal 5 plugins used across multiple projects:

    • Implementing core character, environment, and VFX shaders used throughout the studio.

    • Providing art pipeline/tooling for the art team to easily work with layered materials, manage material libraries, ingest outsourcing assets, layout environment art, build customizable character assets, and more.

    • Creating optimized PCG foliage systems that enable LODs for Nanite foliage, data asset driven spawning, and GPU grass. Improving foliage performance by over 8 ms on PS5 while maintaining artist directed workflow.

    • Offering an easy-to-use pipeline for converting decal actors and an accompanying world subsystem that automatically instances any decals used more than once; improves culling support and decreases frame time on complex levels by 4 ms on PS5 in decal heavy scenes.

    • Enabling fast spatial querying of skeletal and static vertex and triangle information (e.g. UV coordinates) via hit results or nearest locations, leveraging asynchronous mesh processing/caching and octrees.

    • Writing character material effects subsystems and components that enable full character material transitions, including attached components and actors. Providing a data asset driven system for automatically generating material variants.

  • Optimizing art content and pipelines for PS5 and PC, leveraging features such as Nanite, Lumen, MegaLights, and PCG (Procedural Content Generation). Profiling PS5 and PC with Razor, Nvidia Nsight, and Unreal Insights.

  • Providing concise web and video documentation to the team.


Perfect Dark (Unreleased)

Senior Technical Artist, Shaders

Date: 2023

Description:

Senior Technical Artist (Shaders) on Perfect Dark. Designed and authored the core character and environment shader and material systems in Unreal Engine 5, including a physically grounded skin shader driven by melanin/hemoglobin lookups, hair rendering optimization, and an animated masking system optimized to halve per-frame texture lookups (verified in PIX) with no visual loss.

Responsibilities:

  • Designing and authoring core shader and material systems for the environment and character art pipelines within Unreal Engine 5. Contributing shader improvements to Epic Games’ MetaHuman project.

  • Creating tools in C++, Python, Shaders, Blueprints, and Substance that enable artists and designers to more efficiently and effectively create and configure materials, assets, lighting, and level layouts.

  • Collaborating with engineering to test and integrate new engine features into the development environment, and ensuring all art systems are performant and stable on console.

  • Providing concise web and video documentation to the team.

Skin shader with adjustable skin tone and freckle detail, using only a single albedo texture set.

A wide range of skin tones can be generated from a single albedo texture set using melanin and hemoglobin lookups. In this example, a single material is used and skin tone is driven via per-instance custom data.

MetaHuman strand and card hair shaders were further developed to match visual appearance as closely as possible, with card materials inheriting from strands to ensure consistency between cinematic and in-game grooms and reduce redundant configuration.

Optimized MetaHuman animated mask function that drives wrinkle maps, halving the number of texture lookups and significantly reducing instruction count with virtually no visual compromises.

Animated mask function optimization results in Pix, tested on Xbox development kit.

Examples of tools to assist the environment and character art teams with various in-editor workflows, built in C++, Python, and Blueprints.


Solar Ash

Senior Technical Artist

Date: 2021

Description:

Senior Technical Artist on Solar Ash (released, PS5/PS4/PC/Switch). Authored stylized real-time shaders and VFX — goo displacement, dissolve systems — plus procedural character and environment workflows in Unreal Engine 4 and Houdini, art-pipeline tooling, and cinematic sequencing.

Responsibilities:

  • Led the creation of critically important shaders, visual effects, tools, and procedural systems for the game’s boss experiences, environments, and cinematics.

  • Designed and implemented art pipelines and procedural workflows with Unreal Engine 4 and Houdini.

  • Built level design tools and contributed to feel engineering for the game Solar Ash.

  • Constructed cinematic sequences and programmed visual effects via particle systems and materials.

Goo displacement vertex shaders.

Highly stylized shaders, VFX, and compositing during key gameplay and cinematic moments.

Dissolve shader systems and authoring tools that enable easy environment artist and game designer customization.

Character and gameplay aware shaders with world space effects that work across static and skinned meshes, both stationary and in complex motion.

Houdini digital assets for stylized erosion and fracturing effects, along with editor tools for working with batched mesh actors.


Radiohead Kid A Mnesia Exhibition

Senior Technical Artist

Date: 2021

Description:

Worked as the primary technical artist on a pioneering, immersive audiovisual experience from world-renowned band Radiohead. Shipped on PS5/PS4/PC. Authored vertex-shader effects and procedural tooling driving a large-scale real-time video environment.

Responsibilities:

  • Led the design and implementation of shaders and procedural workflows within Unreal Engine 4 and Houdini.

  • Built visual effects, in-engine content creation tools, and editor utilities with Blueprints/C++/Shaders.

Sequencer-programmable vertex shader effects.

Highly performant, programmable video walls with up to 72 channels.

Comprehensive utility tools and sequencer compatibility that enable artists to program video walls.

Procedural zoetrope creation tools using Unreal animation assets.

Procedural wall text placement and position based dynamic effects.


Immersive Audiovisual Installation

Lead Software Developer

Date: 2017

Description:

I served as Lead Software Developer for Conditional Studio + Processing Foundation’s Impure Functions, a featured installation at Day for Night 2017. Interactive audiovisual work authored directly in GLSL and Processing/Java.

Impure Functions encouraged play and exploration while simultaneously inviting thousands of participants to talk with the artists and learn about creative coding and the role of algorithms in media art. I worked in collaboration with a brilliant team of artists, programmers, and educators including Casey Reas, Chandler McWilliams, Hye Min Cho, A M Chung, Stalgia Grigg, and Eric Fanghanel.

Responsibilities:

  • Built and managed Processing/Java/GLSL infrastructure that enabled multiple collaborators to contribute visual art pieces modularly

  • Co-designed and built a four screen interactive installation with RGB camera and microphone inputs using Processing

  • Developed real-time rendered, interactive modules using Processing and GLSL shaders


Immersive Audiovisual Installation

Technical Artist and Sound Designer

Video: Yocahu (Installation Excerpts)

Date: 2017

Description:

Yocahu is an interactive installation exploring the inherent life in trees, water as a catalyst for growth, and the way roots find underground streams through sound. Real-time, sensor-reactive visuals driven by a custom C++ TouchDesigner plugin.

As participants enter the space and become underground water sources, the tree's root system grows to interconnect each of them and circulate life, and their presence and movement directly affect a responsive music composition.

Responsibilities:


Immersive Audiovisual Installation

Technical Artist / Sound Designer

Date: 2019

Description:

From the dreamy depths of a Luquillo seabed to the chorus of coquis in the campo, Atabey is an immersive cinematic journey reflecting on Puerto Rican diasporic identity and the role of dreams as time travel and ancestral communication.

Responsibilities:

  • Animated 3 channel video using Unreal Engine 4 with nDisplay

  • Composed 4 channel spatial audio score

  • Created a nDisplay-based workflow for working in-editor and previsualizing the experience in a Spout/NDI and OSC enabled companion application.

  • Authored Atabey, a 78 page essay on dreams, ancestors, and cinema

nDisplay Workflow (In-Editor)

nDisplay Workflow (Packaged)


Immersive Performance Installation

Technical Artist and Software Engineer

Video : Complex Movements - Beware of the Dandelions

Date: 2012 - 2017

Description:

Beware of the Dandelions is an award-winning mobile art installation that functions as a performance, workshop space, and visual arts exhibition. The experience occurs inside a 400 square foot polyhedron dome-like pod structure capable of enveloping 30 participants at a time. The performance and generative visuals are projected into the pod to create an immersive visual and sound experience that incorporates sci-fi narratives, music, and interactive game elements.

Beware of The Dandelions has been presented at On The Boards (Seattle), Southern Methodist University (Dallas), Charles H. Wright Museum for African American History (Detroit), and Talking Dolls (Detroit).

Responsibilities:

  • Built a distributed computing system capable of 4 channel video, 10 channel audio, DMX lighting control, and crowd tracking via depth sensor and microphone array, programmed using TouchDesigner, Unity, Ableton Live, and Max. This system performed flawlessly in 74 shows and for hundreds of hours as a turnkey, stand-alone installation.

  • Designed and fabricated the physical installation environment in collaboration with Wesley Taylor and architect Aaron Jones.

  • Created TouchDesigner virtual reality environment for prototyping, pre-visualizing, and simulating pod concepts and media without needing to build the full pod.

  • Co-wrote narrative experience along with character sketches and world building documents.

  • Created over 1 hour of real-time and pre-rendered visual content using Cinema 4D, Maya, Unity, TouchDesigner, and Adobe CC in collaboration with Wesley Taylor.


Music Video

Senior Technical Artist

Date: 2020

Description:

Official Video for 'Synthesizer' by Faithless, featuring Nathan Ball.

Responsibilities:

  • Built framework and workflow enabling synchronized audio reactive elements throughout all scenes. Based upon Unreal Engine 4’s Synesthesia plugin, this includes material functions, light functions, Blueprint components, and parent Actor classes that empowered artists to rapidly construct complex audio reactive scenes.

  • Created keyframe-able Niagara system that auto generates lightning arcs on any static mesh, as seen applied to head megastructure in city scene.

  • Managed audio reactive effects throughout the city scene.

  • Developed project offline-rendering workflow.

Tempo-based and audio reactive material library.

Niagara particle systems spawning lightning on static meshes.