I've spent 10 years building real-time 3D experiences in Unity, a lot of them targeting WebGL. That means I've gotten pretty good at the hard parts: making things look great while keeping them fast, especially on hardware that doesn't want to cooperate.
I'm a senior technical artist and Unity developer. I work across shaders, multiplayer systems, environment art, and optimization. I like projects where the art direction is ambitious and the performance budget is tight.
Unity Development
- Clean, scalable C#: the kind that doesn't make the next developer cry
- Systems thinking: I design architectures that hold up as projects grow, not just code that works today
- WebGL, PC, VR, mobile: I've shipped to all of them
- Multiplayer and real-time networking (WebRTC, Mirror, Netcode)
- The person you call when something runs at 12fps and nobody knows why
Technical Art
- Custom shaders in HLSL and Shader Graph, stylized or realistic
- Custom tools and editor extensions that speed up art pipelines
- VFX, post-processing, lighting that actually looks good at 60fps
- Render pipeline work across Built-in, URP, and HDRP
- I make things pretty and performant. Both matter.
Environment Art
- Modular kits, world building, full Blender pipeline
- PBR texturing, set dressing, the whole deal
- I build spaces people want to spend time in
Infrastructure
- CI/CD for Unity projects (GitHub Actions)
- Backend when needed: Node.js, Supabase, AWS
I prioritize shipping over perfecting. Clear communication, reliable delivery, production-grade code. Available for contract and remote work.
