I’ve been in the games industry since 2004, starting my career as an environment artist before transitioning into Technical Art. Over time I taught myself programming and developed a deep understanding of game engines and content creation tools.
Today I work as a Principal Technical Artist, focusing on building tools and pipelines, solving complex technical challenges, and improving workflows across teams. My work often spans tools development, pipeline architecture, shaders, FX, performance optimization, and prototyping.
I’m comfortable both leading initiatives and contributing directly to development. I especially enjoy mentoring junior technical artists and helping teams grow, while staying hands-on and continuing to build systems that make production more efficient.
I hope you enjoyed this small sample of my portfolio.
If you'd like to know more about me or my work, please feel free to reach out.