About

I am currently the Technical Art Director at Skydance Games’ New Media Division.

I’ve spent 18+ years solving the problems that sit between engineering and art, building the tools, systems, and pipelines that make characters move, studios ship, and artists stay sane.

My career spans VFX, games, XR, and tech, with stops at Digital Domain, EA’s Visceral Games, Oculus VR, Roblox, and now Skydance New Media, where I joined as the first technical art team member and have spent the last six years building the studio’s technical foundation from scratch. That range has given me a perspective that’s hard to get any other way: I’ve worked on performance-capture feature films, AAA game engines, ML-driven virtual human research, and real-time avatar platforms, and I’ve had to make all of it work in production.

My roots are in character technical direction and deformation R&D, and I’ve carried that foundation into increasingly broad roles covering animation systems, rendering pipelines, editor tooling, cinematics pipelines, and continuous integration infrastructure. These days my work lives primarily in Unreal Engine 5, where I care deeply about the kinds of performance problems that require both an engineer’s instincts and an artist’s eye.

This site is my personal repository where I share notes and projects that I have worked on. All content and opinions expressed on this site are mine and mine alone and do not belong to any of my present or past employers.

Selected Work

Career Timeline

March 2024

GDC 2024 Talk: Pushing Next-Gen Real-Time Technology in Marvel 1943: Rise of Hydra

Participated in a GDC presentation discussing usage of UE5 rendering technology in our project Marvel 1943: Rise of Hydra.
July 2020

Promoted to Technical Art Director at Skydance Media

May 2020

Start Princal Technical Artist Job at Skydance Media

Joined Skydance New Media as the first technical art team member, helping build the studio’s technical foundation from the ground up across asset pipelines, cinematics, tooling, continuous integration, and real-time character systems in Unreal Engine 5.
Oct 2019

Start Principal Technical Artist Job at Roblox

Brought on at the principal level to help drive Roblox’s next generation of avatar and rendering capabilities, working directly with engineering teams to prototype, validate, and provide technical feedback on systems in active development.
Jan 2018

Start Character Technical Artist Job at Oculus VR

Worked at the frontier of virtual human technology at Oculus, collaborating directly with research scientists to bridge the gap between cutting-edge ML research and shippable real-time experiences in Unity and Unreal Engine 4.
Oct 2017

Visceral Games Shuts Down

Time to find more work…
Oct 2015

Start Character TD Job at Visceral Games

First game industry job. Part of Visceral Games’ character and cinematics team, working at the intersection of character art and runtime systems on the Frostbite engine.
May 2014

Michael Jackson Debuts at Billboards

Feb 2013

Jack the Giant Slayer Released

Mar 2012

Creature Art and Mechanics Digital Opens

Co-founded a boutique studio specializing in photo-real digital humans, where I wore both the technical and leadership hats: architecting the full software and creative pipeline from the ground up while managing a team of developers and staying closely aligned with the creative direction of multi-million dollar productions.
Mar 2011

Mars Needs Moms is Released

Nov 2010

Start Rigging Pipeline TD Job at Digital Domain

Built facial rigging and deformation systems, contributing to a next-generation facial pipeline designed to handle hero-level characters at feature film quality.

2010 Demo Reel

Mar 2010

Disney Announces ImageMovers To Shutdown

Wasn’t a good day.
Nov 2009

Disney's A Christmas Carol Released

Oct 2007

Start Character TD Job at ImageMovers Digital

Built character systems and tooling for high-profile performance-capture features at Robert Zemeckis’s digital studio, working across the full character pipeline from rigging through finaling.
Sep 2007

2007 Demo Reel

Graduate from Ex'pression College for Digital Arts

B.A.S in Animation and Visual Effects.
June 2005

Graduate UC Santa Barbara

B.S. in Computer Science