01Experience
Principal Technical Artist
Series AI - Remote- Created and maintained a 3D WebGL/WebGPU game engine from scratch that is being used by many games on the platform, written in Typescript, and Zig (wasm).
- Created a custom SRP in Unity for two unannounced mobile games, written in C#.
- Created StowKit, a compression library and file packer for our proprietary game engine, written in C.
Principal Technical Artist
Hit Factor - San Diego, CA- In charge of the 3D pipeline, shader development in HLSL, and complex graphical systems in Unity.
- Created and maintained a custom SRP for Halls of Greed, written in C#.
Senior Hard Surface Artist
Striking Distance - San Ramon, CA- Created weapons and vehicles for The Callisto Protocol.
3D Developer
i3 - Huntsville, AL- Maintained the 3D pipeline, created shaders, and created tools and automations in Unity and Unreal using C# and HLSL.
Hard Surface Artist
Ryzin Art - Los Angeles, CA- Work-for-hire hard surface art at various Activision studios and projects.