I’m a technical artist specializing in Unreal Engine development and standalone VR production. My background blends environment art, shader work, systems design, and tool creation. I build scalable pipelines, solve difficult performance constraints, and design technical foundations that support teams across art, engineering, and design.
I’ve contributed to AAA titles (Call of Duty: Modern Warfare III, Crash Team Rumble), shipped VR experiences on the Meta Quest Store, and led technical development at a VR therapy startup, owning shaders, interaction logic, optimization, HLODs, UI architecture, and full-module systems.
My work focuses on clarity, reliability, and performance under real production limits. Whether I’m building materials, refactoring a dashboard system, creating tools, documenting best practices, or supporting a team of artists, I approach TA as a bridge discipline: creative, technical, and deeply collaborative.
I’m currently looking for roles where technical ownership, problem-solving, and high-impact systems work are core to the process.