Technical Art Background

Alongside my game design education and experience, I spent three years training in Technical Art, developing a broad understanding of the tools and disciplines involved in bringing game concepts to life.

My training spans C# and Unity development, Unreal Engine, shaders, VFX, 3D art, animation and rigging, digital illustration, and technical workflows.
This background allows me to prototype ideas independently, communicate effectively with artists and engineers, and understand the technical constraints behind the designs I create.

Rather than specializing in a single technical discipline, I use this breadth to bridge design and implementation, understanding not only what a feature should do, but what it takes to actually build it.

Technical Skills

Development Focused

A 2D platformer prototype built entirely in MonoGame C#, featuring:
Custom-built physics system, animation system and event-driven ability system.
Project Duration - 7 days.

This project was coded 100% by me. (art assets are placeholders and not my own)

Solo Project - C# Monogame

I have made everything in this project in Unity engine including:
Shaders, VFX, Textures, Models and Illustrations

Project duration - 12 days.

Solo Project - Unity Shaders
Team Lead - Unreal Blueprints

Led the design and development of the project, made the action combat, enemy AI, quests, pickups, and progression systems.
Built modular Blueprint systems (events, interfaces, stat-driven animations) that set the pace for the whole prototype and enabled fast iteration across the team.

Project Duration - 14 days.
(art assets are placeholders and not my own)

Art Focused

Solo Project - Maya 3D Modeling

Working from references, I have modeled these assets in a short time span:
A Car, R2D2 and a Gun.

Project duration - 12 days. (for all three)

Solo Project - Maya Rigging

I have made a Manual human rig as well as an automatic Mgear human rig in Maya.
Both rigs include IK/FK switches and full face rigs.

Project duration - 2 Days (Mgear)