
Currently leading technical development at Zealbourne Studio, where I've built rendering systems that do things no other pixel art game can do—spherical sprite coverage, dynamic body morphing, full camera freedom while maintaining pixel-perfect accuracy. The kind of problems that don't have existing solutions and require thinking outside of the box.
I specialize where code and visuals overlap: pipelines, procedural systems, design-to-deployment. My approach is the same regardless—plan the structure first, work toward detail, and assume it's solvable until I've proved otherwise. I don't hand off the hard parts.
Previously I worked as a Pipeline & Procedural Asset Technical Director at Inversion Studio where I built a USD pipeline connecting Houdini to Unreal—more scalable and flexible than any publicly documented approach at the time.
Here are some projects I've worked on (and got on my website). They range from a React-based tool for building interfaces, to a 3D Visualization pipeline, to a series of art I created for a competition with more to come.