SUMMARY

Environment & Technical Artist with 15+ years spanning shipped AAA console titles and large-scale real-time production. Built environment art on retail titles including Tony Hawk: SHRED and DreamWorks Super Star Kartz before specializing in the UE5 worldbuilding pipelines, material systems, and lighting that let environment teams hit AAA visual bars at scale across platforms. Partners closely with environment art, design, and engineering to translate creative vision into performant, modular environments, with a strong emphasis on world composition, lighting consistency, optimization, and player-focused immersion.

PROFESSIONAL EXPERIENCE

Magnopus         Los Angeles, CA         December 2021 - Present

Lead Technical Artist         February 2025 - Present

Fortnite Daft Punk Experience — Released

  • Set up artist materials to be extensible and documented standards for the team to follow for less reliance on one single maintainer
  • Built the Dream chamber audio mixing system on top of Fortnite Jam system
  • Maintained scalability of Lighting and Look across multiple platforms through standardization
  • Led memory and performance optimization efforts across all Fortnite-supported platforms
  • Worked directly with Epic to maintain and fix issues before, during, and post launch of the experience

Wizard of OZ Sphere — Released

  • Created UE5 tools to alleviate artists of complex asset start and submission process
  • Helped with AI pipeline and asset creation

Senior Technical Artist         February 2023 - February 2025

Karol G Fortnite Concert — Released

  • Utilized and improved artist friendly materials
  • Maintained scalability of Lighting and Look across multiple platforms
  • Led memory and performance optimization efforts across all Fortnite-supported platforms

Fortnite Times Square Takeover — Delivered

  • Developed an FFmpeg-powered content pipeline in Python to process 38+ video sequences into Unreal
  • Optimized previsualization scenes for broadcast and live event planning using large world tool sets

Unannounced UEFN Project — Delivered but not released

  • Built artist friendly materials with scalability in mind to ensure visual fidelity across multiple platforms
  • Developed Lighting and Look dev across multiple platforms
  • Led memory and performance optimization efforts across all Fortnite-supported platforms

Technical Artist         December 2021 - February 2023

Fallout TV Show (Amazon Prime) — Virtual Production

  • Maintained and enhanced the virtual production materials
  • Created an Unreal Engine plugin to streamline deployment of virtual production materials
  • Developed a Camera-Projected UV Tool for matte painting projection on 3D objects
  • Created LUT-based color correction tools to resolve tone-mapping issues in Unreal Engine

Meta VR Project — Light Baking Pipeline

  • Designed and implemented a light baking pipeline using Maya, Arnold Render, Open Image IO, and Python through Deadline distributed rendering
  • Automated asset preparation for baking, and Perforce integration

Abyss Studios         Founder / Technical Artist         Ladera Ranch, CA         January 2013 - 2021

Tiki Galore — co-op/PvP multiplayer action-adventure game

Utilized the gameplay ability systems in C++ & Blueprints (inventory, AI, abilities, and combat mechanics); built custom tools and materials for environmental creation and optimization; originally shipped the multiplayer arena version of Tiki Galore on Steam (October 2015); selected by Epic Games for the 2014 EGX London showcase.

Disney Interactive         Environment Artist         North Hollywood, CA         May 2012 - October 2012

Unannounced MMO Title

Created environments for an unannounced MMO, collaborating across design, art, and engineering to maintain a cohesive artistic style at scale; partnered with engineers to build and simplify an asset pipeline, speeding iteration for the wider environment art team; built environments using Maya, ZBrush, Photoshop, xNormal, and proprietary tools.

High Impact Games         Environment Artist         Burbank, CA         February 2011 - August 2011

DreamWorks Super Star Kartz — Shipped

Created environments and race tracks (Shrek's Swamp, Dragon's Keep, Isle of Berk, Dragon's Lair, Far, Far Away) for a title shipped on Xbox 360, PlayStation 3, Wii, and Nintendo 3DS; established an asset pipeline to meet artistic standards and technical requirements across all four platforms; built environments and assets using Maya and Photoshop, implemented via proprietary engine tools.

Robomodo         Environment Artist         Chicago, IL         May 2010 - October 2010

Tony Hawk: SHRED — Shipped

Contributed environment and asset creation for a shipped, multi-platform retail title; promoted from the animation team into environment art; increased texel density and fidelity on existing level assets; built assets using Softimage XSI and Photoshop, implemented via proprietary engine tools.

EDUCATION

The Illinois Institute of Art         Chicago, IL

Bachelor of Fine Art in Game Art & Design, June 2010

Graduate Portfolio Show: Best in Show Award – Game Art & Design

Graduated with honors

Roger Williams University         Bristol, RI

Bachelor of Architecture, August 2007

Minor: Visual Arts

SKILLS

Software & Tools

Unreal Engine (5 & 4), UEFN, Maya, Houdini, ZBrush, Substance Designer & Painter, Photoshop, Perforce, Git, Autodesk 3DS Max, Blender, Quixel Suite, Visual Studio

Programming & Scripting

Python, C++, C#, HLSL, SQL, JavaScript, PyQt

Specialties

Pipeline & Tool Development (Python, C++, Perforce Automation); Unreal Engine / UEFN Workflow Optimization; Material & Shader Development (Performance-Focused); Lighting, Look Dev, and Rendering Efficiency; Technical Documentation & Cross-Team Collaboration