About

Technical Art with Systems Range

Making art and
systems work
better together

My background sits at the intersection of art, technical problem solving, and real-time development. I like the kind of work where a team has a strong visual target, real production constraints, and just enough ambiguity to make the solution interesting.

Over the years I've worked across live games, educational software, tools, shaders, VFX, UI, pipelines, and feature implementation. I still think of myself first as a technical artist, but a lot of the underlying work translates naturally to design technologist, engineer-adjacent, and digital twin style environments where visuals, data, and interaction all need to cooperate.

A lot of what I do is translation: turning ideas into systems, turning data into visuals, and helping teams move from rough intent to something stable, performant, and usable in production. I take the work seriously, but I do think the process goes better when people can breathe a little.

How I Work

I like building spaces where artists and engineers can work toward the same result without either side losing clarity. That usually means dependable tools, production-aware decisions, and enough technical depth to solve the real problem instead of adding another workaround.

I'm especially drawn to systems-heavy work: rendering features, procedural environments, pipelines, simulation-minded interfaces, and all the small decisions that make a production team more capable over time.

Whether I'm writing feature logic, optimizing content, building shaders, or helping untangle workflow issues, I try to make the process feel solid and collaborative while the work is getting done, with as little unnecessary drama as possible.

Highlights

I've led technical work on Pokemon GO features including biome-based encounter environments and contributed across shaders, VFX, addressables, feature development, and brand-conscious implementation inside a large live game.

Earlier in my career, I worked on Unity rewrites, educational games, interactive science software, and installation-like projects where experience, systems thinking, and presentation all mattered at the same time.

Timeline

2021-Present

Technical Artist, Niantic

Leading systems and feature work on Pokemon GO, including biome-driven encounter environments, shaders, VFX, tooling, and client-side feature development.

2019-2021

Technical Artist, SciPlay

Supported Bingo Showdown across feature work, art support, UI, optimization, and cross-discipline implementation for shipping content.

2014-2019

Digital Media Professional Principal, University of Georgia

Led technical development on educational interactive projects, guiding framework work, art production, and team collaboration on SYSTEMS: Virtual Vet.

2013-2014

Technical Artist, Cogent Education

Created interactive science learning software across art, animation, UI, and gameplay-facing implementation for desktop and mobile platforms.

Thoughtful visuals, reliable systems,
and follow-through that holds up in production.