About

me

I’m a Senior Technical Artist with over a decade of experience building real-time systems, rendering pipelines, and performance-driven tools across interactive media, games, and immersive environments.

 

My work sits at the intersection of art, engineering, and runtime systems—from shader optimization and render pipeline design to automated performance metrics and gameplay-integrated environment systems. I specialize in translating creative goals into scalable, production-ready solutions that perform reliably across platforms.

 

I’ve collaborated closely with engineers, artists, and designers to ship complex real-time experiences, often acting as a technical bridge between disciplines. I’m known for my calm, systems-oriented approach, strong documentation habits, and a “tool-builder” mindset focused on efficiency, clarity, and long-term maintainability.

 

Currently, I’m deepening my focus on rendering, graphics engineering, and engine-level development, with an interest in roles that emphasize runtime performance, rendering systems, and technical ownership.

Core Focus

Rendering

Performance

Runtime Systems

Tooling

Pipeline

Awards

Communication Arts — Award of Excellence (2017)
Salesforce Video Wall
Environmental Graphics

 

FESTX Awards (2017)
Coachella – Antarctic Dome
Best Use of Technology in a Festival

 

The Motion Awards (2016)
Salesforce Video Wall
Winner — Interactive / Experiential Design

Shipped Projects

2020-2024 : Environment FX & Runtime Integration [Meta]

  • Production delivery under engine constraints

 

2023 : NUX system foundations [Meta]

  • Cross-discipline execution and pipeline stabilization

 

2024 : Quest Pro NUX [Meta]

  • Measurable onboarding improvements
  • Rendering & material exploration under VR budgets

 

2025 : OS-level runtime transitions (v74) [Meta]

  • Travel Pathway loading system (v85)
  • Multi-device NUX scalability (Quest 3 / 3+)
Back To Top
Theme Mode