10/16/2025 updated


100 % available
Technical Artist specializing in Game Development and 3D Animation
Raleigh, USA
Only remote
M.S. Interactive EntertainmentAbout me
I am a Technical Artist currently working at Red Storm Entertainment. I have worked on: Tom Clancy's Rainbow Six Siege, Assassin's Creed Nexus, Mythic Quest, GTA: The Trilogy - Definitive Edition. Additionally, I have a MS. in Interactive Entertainment from Florida Interactive Entertainment Academy.
Computer AnimationAutodesk 3DS Max (3D Graphics Software)Atlassian JiraAutomationBlueprintingC Sharp (Programming Language)Computer ProgrammingContent CreationEntertainment TechnologyVideo Game DevelopmentGitHubPython (Programming Language)Project ManagementMayaPerformance Tuning
Game Engine Development
Advanced proficiency in Unreal Engine and Unity for creating interactive entertainment experiences and technical solutions
Programming and Scripting
Expertise in Python, C#, UE Blueprints, and MAXScript for automation tools and technical workflows
3D Content Creation
Professional skills in Maya, 3DS Max, Anvil, and procedural content generation for game assets
Digital Sculpting and Texturing
Advanced knowledge in ZBrush, Substance Painter, and Substance Designer for high-quality asset creation
Technical Art Pipeline
Experience with Houdini for procedural workflows and technical art solutions
Performance Optimization
Skills in mesh grouping, LOD generation, and draw call optimization for game performance
Version Control and Project Management
Proficiency in GitHub and JIRA for collaborative development workflows
Shader Development
Knowledge in Shader Graph and HLSL for custom visual effects and materials
Advanced proficiency in Unreal Engine and Unity for creating interactive entertainment experiences and technical solutions
Programming and Scripting
Expertise in Python, C#, UE Blueprints, and MAXScript for automation tools and technical workflows
3D Content Creation
Professional skills in Maya, 3DS Max, Anvil, and procedural content generation for game assets
Digital Sculpting and Texturing
Advanced knowledge in ZBrush, Substance Painter, and Substance Designer for high-quality asset creation
Technical Art Pipeline
Experience with Houdini for procedural workflows and technical art solutions
Performance Optimization
Skills in mesh grouping, LOD generation, and draw call optimization for game performance
Version Control and Project Management
Proficiency in GitHub and JIRA for collaborative development workflows
Shader Development
Knowledge in Shader Graph and HLSL for custom visual effects and materials
Project history
Working on Tom Clancy's Rainbow Six Siege and Assassin's Creed Nexus VR, developing automation tools for batch thumbnail captures, Python tools for pose and animation workflows, and Unity C# tools for texture optimization and performance improvements.
Worked on Soul Shard project, developing Maya-to-Unreal animation workflow tools, procedural placement Blueprint tools, and runtime procedural platform generation systems with dynamic steampunk gear visuals.
Contributed to Grand Theft Auto: The Trilogy - The Definitive Edition by retrofitting skinning, materials, and lights of 200+ vehicles for Unreal Engine port and building procedural placement tools for set dressing across 40+ interiors.