I have over 16 years of AAA and indie game development experience, specializing in character technical art, procedural content systems, pipeline engineering, and full-stack development.
I bridge the gap between art, engineering, and the web. That means designing procedural workflows, architecting production tools, and leading technical art teams to ship characters and systems on time. Whether I'm building editor-level tooling, solving complex character pipeline problems, or standing up full-stack web apps for live games, I bring hands-on execution and technical leadership.
- Tech: Godot, Houdini, Modo
- Languages: Python, C#, GDScript, GLSL/Shaders
- Interests: Math, Procedural Generation, Pipeline Architecture, SysAdmin
I ❤️ Open Source. I actively use, build, and contribute to FOSS, with a heavy focus on the Godot Engine. I spend a lot of my time writing custom engine tools, procedural systems, and pushing what open-source tech can do in a production environment.






