I am a 3D content creator and art manager with 20+ years of experience crafting efficient real-time experiences and high-fidelity cinematic work. I’ve led teams to deliver successful projects across AAA games, mobile, VR, film, and virtual production, while continuously improving pipelines for quality and efficiency. I specialize in bridging art and emerging technology, with hands-on experience that spans asset creation, lighting, materials authoring, and AI generation.
-Led environment art direction for virtual production, delivering final-quality cinematics for film, TV, and commercials
-Built and scaled art pipelines, asset standards, and repository structures across in-house and remote teams.
-Developed world-building systems using Unreal Blueprints and PCGs.
-Directed lighting, look development, and shader libraries to ensure visual consistency across projects.
-Partnered with production and engineering to optimize performance and streamline workflows.
Led development of virtual event platforms and environments.
Built modular character systems and scalable content pipelines.
Owned lighting, shaders, layout, and optimization.
Lead teams of in-house and remote artists on “Harry Potter: Chaos at Hogwarts,” “Harry Potter: Wizards Take Flight,” “theBlu: Whale Rescue,” and “theBlu: Hammerhead Cove” room scale VR projects. Created all layout, shader library, lighting, and Unreal / Unity art and optimization pipelines. Coordinated with Character, Design, and Animation departments. Supported Jon Favreau’s “Gnomes & Goblins” environment team with a finished interior.