Hi, everyone!
I'm a Technical Artist loves making real-time worlds feel alive, on LED stages, in XR films and across immersive experiences.
My work lives at the intersection of code and craft. From writing shaders and building procedural systems to standing on-set tweaking LED wall content in real time, I enjoy the full journey from early look dev to the final frame. I'm happiest when technical problem-solving and visual storytelling push each other forward.
Education
Savannah College of Art and Design
Work Experience
Professional journey in technical art.
Aako Spatial — Technical Artist (AR)
Develop custom shaders and procedural VFX using Reality Composer Pro and Unity.
Collaborate with engineers to deliver visually engaging, mobile-optimized AR content on iOS.
FieldFusion Technology — Technical Artist (AR)
Delivered real-time AR content for live entertainment, streaming, and installations across mobile and PC.
Researched and integrated emerging technologies — Gaussian Splatting, cloth simulation, AI-assisted tooling — directly into production pipelines.
Built real-time compositing workflows in Unreal Engine using Composure for live AR integration.
Featured Projects
Some of my favourite things I've built.
Gentle Monster | XR Film
Led technical art direction for an XR stage campaign alongside mentors from Harbor Pictures and ETC.
From ideation to live LED wall shoot — look development, color grading, and editing.
AI Voxel Studio | Tool Dev
Designed a creative pipeline converting sketches into immersive voxel worlds: AI stylization → 3D Gaussian Splat → voxelized USD → Unreal Engine 5.
Built a custom Python PLY-to-USD voxelization tool with GPU instancing via USD PointInstancer — runs 90+ FPS in Unreal Engine.
Manitaire | VR
Built a mobile-optimized VFX system for immersive UI using Unity VEG.
Developed custom tools for the team and troubleshot technical challenges across shading, rendering and Quest deployment.
Lotos Station | XR Film
Led pre-production and on-set technical direction.
Delivered environment setup, material systems, and lighting optimization for LED Volume workflows in Unreal Engine 5.
Kohler LED | XR Film
Led environment setup, material systems, and lighting optimization for LED volume workflows across two concurrent XR film productions in Unreal Engine 5.
Provided real-time on-set support: color grading, dynamic lighting adjustments, and live troubleshooting for LED wall content.
Mayo Clinic | VR Experience
Created real-time shaders and VFX focused on VR interaction.
Troubleshot 3D technical challenges related to shading, rendering, animation, and visual fidelity.
HUG | Digital Art
Created close-up animations using Houdini-to-Unreal workflow, focusing on real-time rendering.
Shaders & VFX
Languages: HLSL/GLSL, MSL, Houdini VEX
Unreal: Material Graph, Niagara, Substrate
Unity: Shader Graph, VFX Graph, URP/HDRP
AR: Reality Composer Pro, mobile shader optimization for iOS
Blueprints & Tooling
Unreal: Gameplay Blueprints, PCG, HDA, VAT
Pipeline tools: Custom Blender addon, Unity Editor scripts
DCC scripting: Python for Maya, Blender, Houdini and Unreal automation
Procedural & Simulation
Houdini: VEX, VAT, HDAs, procedural modeling, simulation
Unreal: PCG framework, Niagara GPU particles
Emerging: Gaussian Splatting, OpenUSD Point Instancer, AI-assisted asset generation
Virtual Production & XR
On-set: LED Volume workflows, real-time color grading, live technical direction
Pipeline: Composure, RenderStream, Disguise, Take Recorder, Level Streaming
Platforms: iOS AR, Meta Quest, LED Wall, Unreal Engine
Programming
Primary: Python, C#, Unreal Blueprint
Shader: HLSL, GLSL, MSL, Xcode
Production: Perforce, GitHub, AR/VR platform optimization
3D & Design
Modeling: Blender, Maya, ZBrush, Cinema 4D, Marvelous Designer
Texturing: Substance Designer, Substance Painter
Design: Adobe Creative Suite, ComfyUI, Figma, Glyphs, Procreate
