Game Designer & Technical Artist
I work across three disciplines: building the systems, the visual effects and technical tools, and the assets, textures, and materials that bring interactive worlds to life.
Select to explore my work
/ About
I'm a Game Designer and Technical Artist with a focus on systems design, procedural content, and real-time visual pipelines. I work across the full spectrum - from high-level design documentation to shader graphs and tool scripting.
My work sits at the intersection of art and engineering: I care just as much about how things work as how they look. Whether it's a combat system, a material pipeline, or a procedural generation algorithm - I like building things that are, functional, efficient, and beautiful.
Graduate of Columbia College Chicago, class of 2026. Currently available for full-time, freelance, and collaboration.
Skills & Tools
/ Technical
Deep dives into the systems, shaders, and pipelines behind the work.
01
Scanner Overlay VFX
A multi-layered screen effect for FrostBound built in Shader Graph, driven by a decoupled C# state machine via MaterialPropertyBlock.
02
PSX
RenderTexture
A non-destructive PSX-era pixelation effect for FrostBound, built using Unity's RenderTexture system. Configurable resolution scaling from 320×180 to 960×540, with no changes to the project's asset pipeline or shaders.
03
Breakdown Coming Soon
[ Breakdown Coming Soon ]
/ Process
From a raw idea to a finished, documented system.
01 - Research
Reference & Ideation
Gathering references, playing comps, identifying what makes the target experience tick. I document everything in a design wiki from day one.
02 - Prototype
Rapid Iteration
Greybox first. Get the feel right before investing in art. Fast feedback loops - short sprints, playtests, honest notes.
03 - Develop
Build & Polish
Once the design is locked, technical art passes begin. Materials, lighting, VFX, and optimization - all documented as I go.
04 - Document
Share the Work
Every system and pipeline gets written up - design docs, tech art breakdowns, annotated shader graphs. The work isn't done until it's documented.