I am an all rounded Technical Artist specialized in balancing high-end artistic goals with performance requirements. I am especially proficient in:
- Performance profiling and optimization
- Complex shaders and materials
- Procedural generation (inc. Houdini and UE5's PCG)
- Building complex interactive systems
- Pipeline tools and validators
I most notably worked on Metro Awakening VR, where I contributed to bring out the best standalone VR visuals the Quest 2 could offer within its strict performance requirements. Some of my work on the project includes:
- Profiling and improving performance across the whole game
- Construction and maintenance of an atlassing system
- Realistic VFX and fracturing simulations