Fig. 01: Left Turn Studios · Snuggles the Unicorn
Wing Vertex Shader System
Replaced a 32-bone-per-enemy rig with a shader-driven wing flap. Material Property Blocks randomize the phase per instance so every enemy moves independently.
Portfolio · est. 2014 · rev 3.0
Senior Technical Artist
Technical Artist and 3D generalist with a decade of AAA and indie game dev. Shaders, VFX, animation pipelines, tooling: wherever the project needs depth.
Featured work · 04 of 07 projects
Fig. 01: Left Turn Studios · Snuggles the Unicorn
Replaced a 32-bone-per-enemy rig with a shader-driven wing flap. Material Property Blocks randomize the phase per instance so every enemy moves independently.
Fig. 02: Left Turn Studios · Snuggles the Unicorn
Built a constraint-based retargeting system to reuse all existing animations on a redesigned player model, with scripted constraint reconnection that rebuilds automatically after asset updates.
Fig. 03: Left Turn Studios · Grapple Star
Unity's depth-of-field pass was eating foreground VFX. Solved it with a dual-camera Cinemachine composite: background renders with post-processing, foreground VFX renders sharp.
Fig. 04: Epic Games · Lego Fortnite
Built with Claude Code in a single day: an HTML report generator that pulls test results across platforms, tracks trends, and attaches Jira-linked failure notes, turning hours of manual triage into a scan.
About
Senior Technical Artist and 3D generalist with a decade of experience in AAA and indie game development, in both Unity and Unreal Engine. Best suited for small teams with broad scope: shaders, VFX, animation pipelines, asset optimization, tooling, procedural content, and any technical challenge the project surfaces.
Years of QA work on large productions built a habit of asking why a problem exists, not just fixing it, and building processes so it doesn't recur.