Technical Artist | Production Tools | Pipeline Support | Asset Validation
I build production-facing tools, documentation, and workflow systems that help artists, technical artists, and implementation teams turn ambiguous asset and pipeline problems into clearer validation, safer handoffs, and repeatable decisions.
My work sits between art production, technical constraints, content implementation, pipeline UX, and workflow reliability. I focus on the points where production friction becomes expensive: unclear scene state, repeated manual checks, inconsistent asset review, unsafe automation, and output that looks complete before it is actually verified.
The specific platform can change. The method stays consistent:
understand the production problem → structure the input → classify risk → protect unsafe cases → validate output → document the handoff
Fortnite game
Modeling, UV mapping, texturing, shading, rigging, animation, rendering; Project leadership, art direction and management of small teams of artists and programmers; Advertising animations; Guidance and communication with programmers and concept artists; VFX, Sound design, Technical art, Level Design; Unity 3D & Unreal Engine. PC, Mobile and Console shipments.
3d modeling, texturing, animation, rendering, c# scripting, VFX, unity 3d, brand mascots