About Me

As a Technical Artist, I love creating shaders and real-time visual effects, building tools that speed up and improve game development pipelines. I’m always exploring new workflows, software, and techniques to solve technical and artistic challenges.

Lead Technical Artist

at Mad About Pandas
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  • I collaborated closely with art and development teams to bring our project, Yerba Buena, released in 2026 May on PC, Mac, Linux, PS5, and Xbox, to life.

    Some of my contributions to this project include:

    • Developing and documenting tools to improve production.
    • Authoring shaders using HLSL, Cg, and shader graph.
    • Customizing the Scriptable Render Pipeline for allowing more custom effects by scripting Renderer Features.
    • Creating VFX using particle system and visual effects graph as well as integrating all VFX into the gameplay via scripting in C#.
    • Supporting the 3D character and environment art pipelines.
    • Profiling to identify performance bottlenecks and optimizing the game's rendering.
    • Optimizing scripts by implementing ECS, Jobs and Burst patterns.
    • Setting up and optimizing the lighting of the environments, creating custom real-time lighting solutions.
    • Procedural textures generation.

Lead Game Artist

at Any Games
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  • Working as a Game Artist in mobile games is especially exciting because of the fast paced production. During this opportunity, my primary responsibility was to form the art language of the studio and create a pipeline. I managed the art team, rapidly designed mock-ups, and worked on game art including 3D characters, rigging, VFX, shaders, animations, and other game engine implementations.

Art Director

at Algo Digital
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  • I worked as a Freelance Art Director in this project. In developing Algo Digital, an educational game by the Educational Volunteers Foundation, my roles were designing and animating main game art, UI/UX design, and managing assets across multi-platforms such as Tablets and Browsers. 

Personal Projects


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  • I’m committed to advancing my skills in game development and real-time visuals. I aim to achieve this by using my free time to prototype my game ideas, develop tools for solving gamedev problems efficiently, and build environments; on occasion, I also like to sculpt and animate characters.