ABOUT ME
I am a Multidisciplinary Technical CG Artist with professional experience in real-time rendering, environment & character art, cinematic animation, and UI integration. I'm also an Otis College of Art & Design Digital Media alum with a strong foundation in artistic development, technical pipelines, and collaborative production. When not working, I enjoy being outdoors admiring trees and complementing dogs.
Thanks for checking out my art!
● Designed and implemented modular, data-driven UI systems in Unreal Engine for military aerospace simulation title.
● Produced real-time environments and cinematic sequences, including modeling, texturing, lighting, animation, VFX, and rendering.
● Collaborated with engineering and design to integrate high-performance, scalable, cross-platform compatible, visually striking UI systems.
● Built 3D assets optimized for visual quality and technical constraints.
● Constructed cinematic key art scenes in Unreal Engine Sequencer with lighting, camera setups, and character posing.
● Retargeted mocap, blended animation data, and authored SK Mesh Pose Assets, ensuring efficient rig/animation integration.
● Composited renders using cryptomatte passes to deliver polished key art aligned with art direction.
● Cleaned, retargeted, and optimized mocap animations for mobile game characters in Unreal Engine, Maya, and Blender.
● Improved performance and animation fi delity for real-time assets.
● Modeled, textured, and rigged stylized characters in ZBrush, Blender, and Substance Painter for game, animation & 3D print/toy pipelines.
● Directed character/product lookdev, lighting, and real-time promotional animations in Unreal Engine, establishing a cohesive style across deliverables.
● Delivered VFX and motion design for experiential projects with high-profi le clients.
● Executed modeling, rigging, lookdev, and animation workfl ows in Cinema 4D.
● Painted Concept and Key Art in Photoshop and composited CG elements After Effects.
● Built interactive environments using landscape, foliage, vertex paint blended textures, and lighting tools.
● Customized Metahumans with modeled, textured, and skinned clothing & accessories.
● Captured and blended Blueprint-triggered cinematics into VR and third-person gameplay.
● Designed and packaged teaser trailer and demo level and for client prototypes.
● Produced a Diablo IV–inspired Met Gala themed cinematic in a two-person team.
● Handled environment, character lookdev, and cinematics from concept to final delivery under Blizzard art direction.
● Mentored students in modeling, rigging, texturing, and lighting, with an emphasis on real-time optimization.
● Guided cinematic storytelling workfl ows with storyboarding, previs, and animation.
● Represented the program to donors and industry professionals at events.
● Co-founded and built brand identity through graphic, product, and motion design.
● Directed packaging, trade show visuals, and marketing content that increased brand visibility