Professional Experience
Magnopus
Wizard of Oz at Sphere — Released
- Built a UE5 Editor tool to break the munchkin crowd scenes' clay-dummy stand-ins into manageable 2–3 figure groups, since the crowds couldn't be AI-generated directly, capturing each group as a correctly sized, composite-ready plate to feed the AI generation process
- Built a second UE5 Editor tool that automated plate naming per shot and frame and routed output to the correct network locations, keeping thousands of plates organized through the AI generative pipeline
- Fine-tuned and maintained both tools throughout production, optimizing their output for consistency and speed as shot volume scaled
Fortnite: Daft Punk Experience — Released
- Set up artist materials to be extensible and documented standards for the team, cutting reliance on one single maintainer
- Built the Dream Chamber audio-mixing system on top of Fortnite's Jam system
- Maintained scalability of lighting and look across multiple platforms through standardization
- Led memory and performance optimization efforts across all Fortnite-supported platforms
- Worked directly with Epic to maintain and fix issues before, during, and after launch of the experience
Karol G — Fortnite Concert — Released
- Utilized and improved artist-friendly materials
- Maintained scalability of lighting and look across multiple platforms
- Led memory and performance optimization efforts across all Fortnite-supported platforms
Fortnite: Times Square Takeover — Delivered
- Developed an FFmpeg-powered content pipeline in Python to process 38+ video sequences into Unreal
- Optimized previsualization scenes for broadcast and live-event planning using large-world tool sets
Unannounced UEFN Project — Delivered, not released
- Built artist-friendly materials with scalability in mind to ensure visual fidelity across multiple platforms
- Developed lighting and look-dev across multiple platforms
- Led memory and performance optimization efforts across all Fortnite-supported platforms
Fallout TV Show (Amazon Prime) — Virtual Production
- Maintained and enhanced the virtual-production materials
- Created an Unreal Engine plugin to streamline deployment of virtual-production materials
- Developed a camera-projected UV tool for matte-painting projection on 3D objects
- Created LUT-based color correction tools to resolve tone-mapping issues in Unreal Engine
Meta VR Project — Light-Baking Pipeline
- Designed and implemented a light-baking pipeline using Maya, Arnold Render, OpenImageIO, and Python through Deadline distributed rendering
- Automated asset preparation for baking, and Perforce integration
Abyss Studios
Tiki Galore — co-op/PvP multiplayer action-adventure game. Utilized the Gameplay Ability System 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.
Disney Interactive
Unannounced MMO Title — 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.
High Impact Games
DreamWorks Super Star Kartz — Shipped. 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.
Robomodo
Tony Hawk: SHRED — Shipped. 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.
Education
The Illinois Institute of Art
Bachelor of Fine Art in Game Art & Design, June 2010. Graduate Portfolio Show: Best in Show Award — Game Art & Design. Graduated with honors.
Roger Williams University
Bachelor of Architecture, August 2007. Minor: Visual Arts.
Skills
Software & Tools
Unreal Engine (5 & 4), UEFN, Maya, Houdini, ZBrush, Substance Designer & Painter, Photoshop, Perforce, Git, Autodesk 3DS Max, Blender, Quixel Suite, Visual Studio
Programming & Scripting
Python, C++, C#, HLSL, SQL, JavaScript, PyQt
Specialties
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