About My Work

I work mostly in VFX and my specialization is particle systems for both the Unity and Unreal engines, and have experience working with mesh emitters, GPU emitters, sprite emitters, and flipbook/sprite sheet animation in their native editors (Shuriken, VFX Graph, Cascade, Niagara). I also have experience writing Shaders in the native node based editors in Unity and Unreal, as well as some experience writing Shaders in HLSL.

Thanks to my degree in Game Design I also have some experience in many other branches of the game development pipeline such as working in Maya, texture creation in Adobe Suite, programming in C# for Unity and C++ for Blueprint for Unreal, source control in Perforce and GitHub, as well as the SCRUM and Waterfall based workflows. I use this knowledge for working on my own prototyping and projects, as well as gaining a better understanding and relationship when working with the rest of the team.

While on my website you can find many examples of my work, mostly in Particle Systems, but also in other facets of the fields of Visual Effects and Games as a whole such as shaders, prototyping, and game design. My portfolio consists of a variety of content including personal projects, studies, contract/freelance work, and projects done as a part of larger teams.