Lighting Artist
Interactive Design & Game Development (BFA) @ SCAD, Atlanta
(contract)
+ Lighting Owner for a level in Halo: Campaign Evolved. Supported lighting in
additional levels as-needed.
+ Worked with engineers to achieve requisite lighting performance and fidelity
across several hardware specs and platforms.
+ Supported lighting team’s shader-based needs, such as emissives, light
functions, light cones, fog cards, fog volumes, post-processes, etc. using UE’s
shader graph and HLSL, and designed for optimum performance.
+ Developed, maintained, and documented a suite of core lighting tools to
streamline & standardize content workflow as well as support the integration of
interactive lighting behaviors.
(contract)
+ Lighting Owner for several levels in Mario vs. Donkey Kong (Nintendo Switch). Supported lighting in additional levels as-needed.
+ Worked closely with artists, designers, and engineers to achieve quality within gameplay and strict performance constraints.
+ Developed tools to enhance material authoring workflow for PBR and content standardization, improving material lighting responses and visual consistency.
+ Collaborated with Engineers to devise solutions to improve upon rendering behaviors and performance.
(freelance)
+ Concepted & developed real-time AR experiences for Fortune 500 clients.
+ Optimized shader and scripting logic for real-time rendering on modern mobile hardware.