An experienced game developer with a wide range of skills for the creation of beautiful and optimized games. I have been involved with many projects from initial prototyping to shipped products on several generations of consoles and PC. I enjoy collaborating with artists and programmers to push the limits of what is currently possible, while still remaining within the technical limitations of the target platforms. I have experience with 3D modeling, texturing, shading, and programming with C#, Python, node based scripting, and C++. I’ve worked with Unity, Unreal and several in house game engines including Frostbite.
Shipped games
I worked closely with artists and level designers to optimize content and helped set guidelines and educate artists on how to meet the required technical budgets. I developed several tools to aid myself and other technical artists with content optimization using C#, C++ and Python.
I focused on shader development, optimization and writing Python scripts to improve workflows in the Frostbite editor.
I had a wide range of tasks including level art, modeling, texturing, shader creation, VFX, background character rigging and animation. I was very involved with tracking and fixing performance issues. I created content creation tools for Maya with Python and C++.
Level art including modeling, texturing, lighting. I created a tool for simulating a 2D body of water to be able to bake the velocity field to a texture to drive flow maps.
Level art including creating terrain, buildings, and props. I worked on optimizing levels to run on consoles (Xbox 360 and PS3). I worked on the main game and several expansion packs. I created node based shaders, set up level streaming, adjusted memory pools and generally did anything that needed to be done to squeeze the game on to consoles.
Created terrain for several tracks using World Machine. Prop placement.
I spent a few months creating a night setting for several levels. I did lighting, hand painted sky and terrain textures.
I modeled and textured both hard surface and organic environment assets. I created a wide range of objects from small, detailed, gameplay props to large background terrains and cityscapes.
Modelling and texturing environment assets.
Untitled God Game
A mix of an RTS and god game I’m developing. Using a custom game engine written in C++ with Vulkan. The player will be able to manipulate a dynamic world using god powers to help their tribe find their way to safety. Most of the simulation is done using compute shaders to allow for maximum performance and interaction between systems.