At Stoke Games, I built environment pipelines, shaders, optimization workflows, and automation tools for Tyr, a multiplayer tank shooter. I also developed a procedural tank-track system and a Python/PySide tool for painting and validating armor data in Unreal.
At Phoenix Labs, I streamlined the character-art pipeline for Fae Farm and created audit tools and vertex-animation optimization workflows. On Dauntless, I established Python/PySide automation frameworks and built remote Maya-to-Unreal animation workflows; I presented the armor-combinations workflow at GDC 2022.
At Relic Entertainment, I created the destruction authoring and visualization pipeline for Age of Empires IV. Earlier at Autodesk, I developed production-focused learning content and workflow guidance for Maya and other production tools.

