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+)