I’m a versatile Technical Artist with a foundation in computer science and interactive media, holding a Master’s degree in Entertainment Technology. My work bridges the gap between artistic vision and technical execution—whether through real-time vfx, procedural workflows, and real-time optimization across Unreal Engine, Unity, and Houdini.


With a background in film production and cinematic storytelling, I bring a visual and narrative sensibility to my technical work. My on-set experience in production design, storyboarding, directing, and preproduction informs the way I approach scene composition, pacing, and emotional beats—even in interactive and immersive formats.


Passionate about pushing the boundaries of real-time visuals, I specialize in building scalable pipelines and creating tools that streamline production. I thrive in collaborative, multidisciplinary environments and enjoy solving creative challenges that merge design, code, and technology.
Core Skill Set Houdini

HDA Development, PDG Workflows, USD Integration, Houdini Engine, Simulations(FLIP, VELLUM, VBD)











Unreal Engine

Blueprints, Niagara, Material Authoring, Unreal Motion Graphics (UMG)
Virtual Production (LiveLink, nDisplay, ICVFX, Mocap, Metahuman)


Unity

Shader Graph, VFX Graph, Particle Systems, UI Design & Implementation
DCC Tools

Maya, Blender, ZBrush, C4D Substance Painter, Substance Designer, Nuke
Design

Photoshop, Illustrator, Figma

Video Editing

Premiere pro, Final Cut Pro, Davinci Resolve, After Effects
Programming Languages
C#, Python, C++, VEX, HLSL, JavaScript


Version Control
Perforce, Git, GitHub