A forward-thinking and results-driven technical artist with a wide range of experience in 3D modeling, tool creation, pipeline management, lighting, rigging, shader creation, 3D animation, cloth simulation, physics simulation, digital painting, and application development. A technically oriented designer and creative developer with a strong knowledge base in Unity and 3D programs. Takes the initiative to learn and utilize cutting-edge technologies to solve difficult problems, overcome challenges, and serve as an asset to team members.
Worked on optimizing 3D assets for an XR project by cleaning up photoscanned furniture meshes. Developed a Houdini Digital Asset for automated poly reduction and retopology, reducing cleanup time by 70%. Optimized meshes in Maya for real-time XR deployment, improving frame rates and memory usage, and assisted with shader and draw call troubleshooting in Unity-based XR pipelines. Focused on bridging technical workflows and creative execution to support high-performance XR experiences.
Worked on an augmented reality petting zoo project, designing and iterating on original creatures based on contractor feedback. Created two unique characters—a frost-themed dog and an electric-type bee—and brought the bee, Buzzy, to life through 3D modeling and a texture atlas for expressive eyes and mouth features. Focused on translating concept art into fully realized 3D assets, emphasizing both creative design and technical execution.
Led the art pipeline for XR experiences, creating tools in Unity and Maya to optimize assets, enforce naming conventions, and streamline workflows. Integrated 3D content, shaders, and VFX, filling gaps in the pipeline through modeling, rigging, and animation. Directed art and UX for the “Help Me Select: Back to School” AR experience, earning 91% positive user feedback and a showcase at CES 2024. Contributed to award-winning multi-user AR apps, including a virtual clothes try-on system that won the 2023 Walmart Emerging Tech Hackathon Innovation Award.
Teacher's assistant who helped educate students on the industry standard PBR pipeline using Maya, Substance Painter, TopoGun, Crazy Bump, Arnold, Marmoset Toolbag, and Unreal Engine 4.