I'm a 3D Environment / Material / Technical Artist specializing in real-time rendering.
- Researched and implemented scalable environment systems, including
terrain, foliage, wind simulation, and shader workflows.
- Translated artistic direction into tangible rendering benchmarks and
technical environment solutions.
- Collaborated with engineers and art directors to standardize
environment pipelines and rendering practices.
- Contributed to technical visual development, balancing artistic quality
and runtime performance.
- Managed environment production pipelines from proxy generation to
final optimized asset integration.
- Developed technical documentation and best practices, improving
outsourcing consistency and workflow efficiency.
- Conducted technical reviews and optimization passes for outsourced
environment content.
- Improved map stability and runtime performance through engine-side
environment optimizations.
- Supported mobile production constraints through scalable asset and
material workflows.
- Built modular environment assets using trim-sheet workflows and
optimized UV strategies.
- Collaborated with gameplay and level design teams to improve visual
readability and player navigation.
- Created environment assets supporting both gameplay interaction and
narrative storytelling.
- Polished in-engine gameplay experiences using the Slipspace Engine
pipeline.