Creative problem-solver and Technical Artist, adept at leveraging technical expertise to optimize workflows and assets, ensuring high-quality, functional outcomes for visual storytelling across film, television, and games.
Created dynamic tools and documentation for use across multiple production pipelines and teams ranging from 10 - 50 people. Debugged and corrected assets across multiple teams at all steps of production to ensure a continuous and efficient workflow for artists. Facilitated the integration of a new hybrid Maya/Unreal Engine/Nuke render pipeline and created tutorials and documentation for features.
Created and managed the Unreal side of a new standard Maya/Unreal Engine animation and cinematics/rendering pipeline. Created advanced locomotion systems for player characters with different proportions using over 1000 different animations and poses. Created a rendering and animation toolkit, dramatically improving artist efficiency.
Facilitated a seamless and efficient workflow using a hybrid Maya/Unreal Engine Pipeline on multiple large-scale projects. Created tools and documentation that greatly increased artist productivity and became the starting point for future tool creation. Created dynamic visual effects assets that were used across multiple projects.
Created dynamic shaders and post processing effects to emulate a whimsical Ukiyo-e painterly-style. Worked closely with the level design team to created multi-purpose FX systems for dynamic world/story building. Created and rendered all marketing cinematics using Unreal Engine.