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Video Game Work
Video Game Work
VR Work
Virtual Reality
Personal Work
Personal Work
Resume
Resume

Software

Focus

Knowledgeable

3D Studio Max, Houdini, ZBrush, Photoshop, Substance Designer, Substance Painter, Unity, UE4

Maya, After Effects, Mudbox, C#, Max Script, MEL Script, Vex, Python

Education

B.A. Media Arts and Animation

Art Institute of Atlanta 

Senior Environment Artist II (Procedural Tech Artist)

Senior Environment Artist & Technical Artist with 15+ years of experience delivering high-fidelity AAA titles and VR environments. Expert in bridging the gap between artistic vision and engineering constraints by developing scalable procedural pipelines and Houdini-based workflows. Proven track record of spearheading studio-wide innovations that drastically increase production efficiency without compromising visual excellence.

Skills

  • High-quality real-time 3D assets

  • Material and Shader creation in Unity and Unreal shader graphs (PBR and others)

  • Unity3D C# Scripting and prototyping

  • Research and Development

  • Procedural Content and Pipelines in Houdini (Including Vex and Python code)

  • Substance Designer PBR texture creation

  • Cross-departmental collaboration

  • Visual development (VisDev)

Experience

Electronic Arts (EA), Full Circle Studio - Remote

05/2021 - Present

Senior Environment Artist II (Procedural Tech Art Focus)

SKATE. – Cross-Platform 2026

  • Collaborated with Art and Technical Directors on initial VisDev, translating artistic vision into technical specifications to define the project's procedural architectural style for 4 distinct urban biomes.

  • Developed and maintained a scalable Houdini pipeline for 32 unique building kits, ensuring technical stability and performance across the project’s entire architectural library.

  • Architected a ground-up procedural building generator in Houdini, enabling a team of 5+ artists to produce 200+ high-quality assets while maintaining strict optimization and Art Direction fidelity.

  • Partnered with Technical Directors and Senior Engineers to refactor procedural logic, delivering a foundational architecture that improved generation speeds by 70% and reduced memory overhead by 40%.

LiveLike VR - Remote

10/2015 - 05/2021

Senior Environment Artist & Unity Tech Artist

FOX VR, ROLAND GARROS VR, MLS VR, SKY VR and others – GearVR and Oculus 2015-2021

  • Engineered the end-to-end 3D art pipeline for mobile VR (GearVR/Oculus), delivering 10+ high-fidelity environments for global brands including FOX, Sky, and Roland Garros while maintaining a rock-solid 60 FPS on early mobile chipsets.

  • Developed custom shaders and automated optimization workflows that reduced draw calls by 40% and texture memory usage by 50%, enabling complex social VR environments to run on hardware with limited thermal overhead.

  • Architected the in-engine visuals for the flagship social sports platform, winning the 2016 TechCrunch "1st and Future" Award and scaling the app to support 4 concurrent users in shared 3D spaces.

Self-Employed

02/2015 - 10/2015

Unity Technical Artist & Senior 3D Artist

CONTRACT PROJECTS – PC & Mobile

  • Delivered end-to-end 3D asset pipelines for a diverse range of PC and mobile contracts, encompassing high-fidelity character modeling, environment design, and custom material authorship.

  • Engineered custom C# scripts in Unity to automate asset integration and streamline build maintenance, reducing manual iteration time by 50% across multiple cross-platform projects.

Rockstar San Diego - Carlsbad, CA

10/2005 - 01/2015

Senior Environment Artist

RED DEAD REDEMPTION 2 – PS4 2018

  • Engineered high-quality terrain "vertical slices," establishing the technical and aesthetic benchmarks for procedural terrain that met 100% of design requirements without performance regression.

  • Pioneered the studio’s photogrammetry workflow, developing the foundational pipelines for high-fidelity asset creation and PBR material/shader standards used across the team of 50+ environment artists. 

GRAND THEFT AUTO V – PS3 2013

  • Owned the end-to-end creation of 15+ high-density urban blocks, managing everything from initial layout to final optimization for a seamless, streaming open-world experience.

  • Architected the LOD and HLOD systems for entire environment sectors, maintaining a consistent 30 FPS on PS3 hardware while maximizing draw distances and visual fidelity.

RED DEAD REDEMPTION – PS3 2010

  • Partnered with the Lighting Lead to bridge cinematic vision and hardware constraints, optimizing the lighting pipeline for 12+ major gameplay regions and 30+ high-fidelity cutscenes.

MIDNIGHT CLUB: LOS ANGELES – PS3 2008

  • Partnered with the Design Team to iterate on high-speed urban layouts, balancing complex racing mechanics with dense city environments to ensure zero-hitch performance (30+ FPS) during 100+ MPH gameplay.

Papaya Studios - Irvine, CA

Sep 2002 - Oct 2005

Environment Artist

LARRY BOY AND THE BAD APPLE – PS2 2006

  • Crafted stylized environment art and lighting, delivering 4+ high-fidelity levels while ensuring 100% adherence to the project’s unique visual style and PS2 performance limits.

TAXI DRIVER – PS2 (Canceled)

Modelled, textured, and lit over 60% of the urban environment for Taxi Driver (PS2), managing dense architectural assets within the era's strict vertex and texture memory budgets.

Contact
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