My career started in art school, and I entered the industry as a 3D artist and UI artist. I was always drawn to the technical side. To gain more control over my workflow, I kept digging into the systems behind the visuals: rigging, shaders, 3ds Max scripting, Unity asset importers, Photoshop automation, animation blending, IK setups, procedural mesh generation, whatever I needed to solve the problem at hand.
Tech art defined the earlier part of my career. These days, I use it mostly in service of gameplay. As a technical designer, I still rely on shader work and animation systems, especially when working on gamefeel. But I’m always ready to jump in and help with difficult visual or pipeline challenges when needed.