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.
Lead Technical Artist February 2025 - Present
Senior Technical Artist February 2023 - February 2025
Technical Artist December 2021 - February 2023
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.
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.
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.
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.
Bachelor of Fine Art in Game Art & Design, June 2010
Graduate Portfolio Show: Best in Show Award – Game Art & Design
Graduated with honors
Bachelor of Architecture, August 2007
Minor: Visual Arts
Unreal Engine (5 & 4), UEFN, Maya, Houdini, ZBrush, Substance Designer & Painter, Photoshop, Perforce, Git, Autodesk 3DS Max, Blender, Quixel Suite, Visual Studio
Python, C++, C#, HLSL, SQL, JavaScript, PyQt
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