- Pioneered and implemented solutions to unique, multifaceted challenges that arose from the nature of developing a spectacularly ambitious MMO.
- During years in the Lead role, managed a team of up to 7 tech artists and helped guide their efforts towards achieving the directors' vision, as well as fostering individual career advancement.
- Maintained the continuous generation of distant hierarchical level of detail meshes.
- Authored numerous tools to enhance the productivity of others across multiple departments.
- Converted particle effects from Unreal 4's deprecated Cascade format to Niagara.
- Created physicalized interactable environment objects to add life to some levels.
- Simulated rigid body physics in Maya for a baked animation to be used in environment assets.
- Simulated hair and cloth physics in Maya for a baked animation to be used in environment assets.
- Simulated fungus breaking elements for jump scare events where enemies would emerge from walls.
- Addressed feedback requests from Kojima Productions on environment art assets.
- Used Substance Painter to create believable rust and weathering details.
- Used Photoshop actions to quickly check textures for PBR accuracy.
- Created LODs for assets.
- Did extensive work on the WW1 scene assets.

- Created all particle and material effects.
- Integrated intro cinematic anims with Unreal Engine 4's Sequencer.
- Extensive and broad use of Unity, including profiling performance and debugging rendering on PS4.
- Worked with programmers to create tools for quickly integrating character costumes.
- Coded custom shaders with geometry manipulation, stylistic expression of lightmaps, decals, grid UV animation, etc.
- Worked with artists to discover optimal asset creation workflow.
- Created character and weapon rigs.
- Designed the level "Mt. Killmore".
- Created almost all particle effects.
- Created a workflow for warping wide angle live-action camera footage to suit the texture mapping of spherical geometry to make a video environment.
- Created many level-based gameplay "gags", and almost all of the tutorial level interactivity via a Unity plugin called Play Maker.
- Worked with level designers and referenced original games to re-create effects in the correct style.
- Adapted to unique particle effect creation workflow in the Bluepoint Engine.
- Assembled inventory UI and main menu with supplied graphics in Adobe Flash (now Adobe Animate) using ActionScript.
- Displayed dynamically structured images of items in a grid layout.
- Handled controller input for inventory selection.
- Worked with lead programmer to create functions in ActionScript that communicated with UnrealEngine 3 via ScaleForm.
- Integrated furniture items and character clothing items into in-game store.
- Created thumbnail images, collision, and entered supplied localized text to database.
- Polished outsource art to ensure items fell within memory and polygon budgets.
- Programmed complex behaviors into some items with Lua Script, including networking and player camera control.
- Created particle effects with code driven parameters.
- Created diverse UV scrolling effects using UV layouts on geometry and / or texture grid animation.
- Created furniture items from scratch, some pictured below.
- Tool for connecting walls to floors with a curved ramp. Procedural mesh generated with collision, manipulated with spline controls and an array of "ramp points".
- My own take on vehicle suspension instead of using Unreal's built-in vehicle.
- Procedural mesh road creates below path of a spline. The mesh has an elevation parameter to lift the geometry and avoid clipping through the terrain.
- Used dot product operations to create a triplanar mask for a grid generated from world coordinates.
- Teams working with Unreal Engine 4 may sacrifice decal functionality in order to disable the pre-pass and increase performance. This is a way to restore decals without having to re-enable the pre-pass. Static mesh is a cube with inward normals, material has depth test disabled. This will work with instanced static meshes with some edits.
- Created in Unity using C# programming and the Android SDK.
Link to Glomp on Google Play