Rendering Technical Artist specializing in scalable shader systems, stylized materials, & artist friendly workflows.
I am a Rendering Technical Artist based in Los Angeles specializing in real-time rendering, shader systems, material workflows, & technical art pipelines.
I love being apart of the bridge where art & tech meet - creating workflows, defining master materials, & exploring new pipelines to assist content developers brings me a lot of joy. I'm especially passionate for stylized art, Substance Designer, & Unreal Engine.
I've collaborated primarily with remote & global teams.
Currently, I am full-time on VALORANT at Riot Games.
Develop materials, shaders, & pipelines for VALORANT's Premium Content team. Collaborate closely with artists to build scalable shader workflows while balancing visual quality, performance, & production efficiency.
Software: UE5, Maya, Substance Designer, Substance Painter
Developed technical art workflows & shader solutions for Blizzard's Unannounced Survival Project. Partnered with artists to improve engine integration, establish pipeline standards, & create documentation that streamlined production.
Software: Unreal Engine 4, Maya, Substance Designer, Substance Painter
Optimized real-time cinematics for Fortnite by improving rendering performance & creating reusable material workflows. Established pipeline documentation & technical standards while developing custom shaders for multiple trailer productions.
Software: Unreal Engine 5, Maya, Substance Painter
Led technical art support for the League of Legends Worlds 2020 Opening Ceremony, integrating animation, VFX, & real-time assets into Unreal Engine. Optimized assets & collaborated with cross-functional teams to deliver a live broadcast performance.
Software: Unreal Engine 4, Zero Density
Created reusable materials, shaders, & visual effects for the studio's Unreal Engine asset library. Collaborated with artists to build production-ready assets for previs & virtual production workflows.
Software: Unreal Engine 4, Maya, Substance Designer, Substance Painter
Taught college-level courses covering PBR texturing, material creation, & shader fundamentals using industry-standard workflows. Mentored students in preparing production-ready assets for real-time applications.
Built materials, shaders, & textures. Collaborated with Character & Environment Art for an Unreal Engine RPG. Contributed across multiple disciplines including rendering, lighting, cinematics, & level building in a small indie team.
Software: Substance Designer, UE4, 3DS Max, Photoshop CS6, After Effects CS6
Introduced students to game development fundamentals including modeling, animation, shaders, & level design. Designed hands-on lessons focused on real-time production workflows.
Software: Blender & Multimedia Fusion 2
Created UI & marketing assets for multiple mobile titles while collaborating with both the Art & QA teams.