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.