Experience & Education
May 2024 - Present
Senior Technical Artist, BMAD
Leading development of shaders and materials for hundreds of unique assets, each needing support for blend shapes, prop deformation, rigged animations, and special-case handling for special effects such as x-ray or dissolve.
Working directly with Art & Code teams to automate asset integration, accelerate lookdev, and optimize VFX.
Finally, I also lead the team's efforts to optimize application memory usage & performance for android, iOS, web, and desktop applications.
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May 2019 - December 2023
Programmer & Graphics Engineer, Masterpiece Studio
During 5 years of development, I lead development for GPU-utilization, including bespoke shaders for
visual effects, compute shaders, shader graph, custom inspectors, raymarching, post-effects, and GPU debugging.
I authored and maintained real-time VR-ready scripts to manipulate mesh geometry, paint textures with decals & brushes, iterate over serialized actions, while also frequently maintaining scripts for rigging, skinning, animation, scene management, HMD/controller support, serialization, world UI panels, and more.
Furthermore, I was instrumental in embracing Application SpaceWarp, implementing support for third-party plugins such as LIV and Mixcast, as well as reversible voxel-to-mesh conversion.
Finally, throughout my employment I worked closely with the CTO to implement best practices for test-driven development, especially updating legacy code to modern industry standards.
September 2018 - May 2019
Game Developer, Soul Lantern
On the Soul Lantern team, I handled connecting the other teams, ensuring art, sound and code came together perfectly, this meant ensuring we had shaders to render the art team's vision, the sounds were used at the right times with the correct settings, and scripts were applied as designed without issues.
I worked with HLSL shaders for Geometry/Tessellation/Vertex/Fragment, Surface and Compute Shaders, Unity's Shuriken Particle Effects, Custom Post Effects, Atmospheric Fog, Occlusion Culling, Material Swapping, Performance Profiling and Performance Optimization.
I also assisted the other leads as needed, specifically with Generalized Level Greyblocking, CATRig Animation, Audio Mastering, Gameplay Programming, AI Programming, and Network Programming.
September 2015Â - April 2019
Game Development Program, Algonquin College
I received a multifaceted education encompassing Game Development fundamentals, expectations, and advanced concepts in various garbage-collected languages such as C# or the .NET framework, in addition to and manual-memory-management languages such as C++ and Python.
In addition, I was a founding member of the Soul Lantern capstone team developing Isolated Intelligence, and showcased the title with the team at Toronto's LevelUp expo, as well as the Algonquin College Grad Show, in early 2019.
July 2014 - August 2014
Intern, Fuel Industries
As Intern under Quality Assurance for Fuel Industries, I tested and reported issues, logging replication into Perforce ticketing tools, working on unreleased software under an industry-standard NDA.