Senior Technical Artist focused on optimisation in real-time VFX systems, shader development, and scalable tooling within Unreal Engine.
I build infrastructure that enables studios to operate efficiently at scale; developing custom Unreal Engine plugins, automation frameworks, asset management integrations, and optimisation pipelines tailored for high-performance production. My work spans geometry processing, performance capture automation, build orchestration, and pipeline modernisation.
Working on an upcoming unanaunced vr game
- VR level geometry & material optimisation automation.
- Automated performance capturing with Gauntlet, buildgraph and Horde.
- Simplygon optimisation pipeline integration.
- Development teams support with building custom shared tooling & engine customisation.
- Custom bulk merge tooling overhaul for UE5 and its new world-building systems.
- Development teams support with shared tooling & engine customisation.
- Switching the asset management system from custom to ShotGrid. Building UE5 and Jira integrations for ShotGrid.
- MetaHuman workflow setup for Quest-ready custom characters.
- Automated build processes for merge tooling and light bakes on build machines for Ghostbusters: Rise of the Ghost Lord and Synapse.
- UE4 Material and VFX optimisations for Ghostbusters: Rise of the Ghost Lord on VR Quest 2.
- Mentoring a graduate technical artist during Ghostbusters, introducing them to common optimisation methods and profiling techniques.
- world-building optimisations, including level streaming solutions for low CPU and memory costs.
- Custom asset management system development for Maya (Python).
Internship
- Following the project release of Fracked.
- Planning pipeline tooling and workflow for Ghostbusters, and gathering requirements and UI mockups for the Asset management tooling.