Tools

While I enjoy working on art, gameplay, and rendering problems, my primary focus is building tools and pipelines that empower teams to work faster and more effectively. I’m most fulfilled when improving workflows, removing friction, and creating systems that help others achieve better results. Below are examples of tools and processes I’ve developed to solve production challenges.

Asset Bookmarks

In large productions, constantly navigating the content browser slows down iteration. To help solve this I created Asset Bookmarks, a tool that lets developers bookmark, organize, and instantly jump to important assets from anywhere in the editor.

I later implemented the same workflow improvement for Unity, redesigning the UI to match Unity’s editor patterns.

Unity Animation Events Editor

Unity’s default animation event workflow can be slow when working with large animation libraries. I created a custom Animation Event Editor that simplifies adding and managing events and can automatically detect footfalls from animation data, dramatically speeding up event markup.

Unreal - Gaea Terrain Flow

On a project where we were doing a lot of interop between Unreal and Gaea I set up some quick tooling to make that back and forth quick and easy.

Asset Source Monitor

Unreal’s default source asset monitoring didn’t fully support our pipeline. I built Asset Source Monitor, a tool that lets users track selected assets and automatically reimport them when their source files change, improving iteration between DCC tools and the engine.

Asset Tagging System

Large productions require clear visibility into asset usage and pipeline status. I created an Asset Tagging System that uses metadata to track asset usage, biome assignments, and production approval directly within Unreal. The system improves asset discovery and integrates with Jira to automatically sync asset status with production tasks.