Where art meets
engineering.
Design Director and Lead Technical Artist. ~15 years of Unity UI, HUDs, menus, and live systems, with a design-to-engineering bridge. Prize Kingdoms prototype and $40M+ platform scale; prefabs, bundles, and editor tooling. Still hands-on.
Unity tools & web tools
Technical art automation and data management across two ecosystems, game engines and the web. Same mindset: build tools that eliminate friction and scale studio work.
Unity Tools & Automation
Custom editor tools, pipeline automation, prefab architecture, asset bundle systems, shader development, and data management inside Unity. Built tooling used daily by teams of 40+.
Web Tools & Development
Web and app development for tech art automation and data management. React, Next.js, Flutter, and modern frameworks deployed to launch across multiple projects.
Ship samples that show the systems
Quick visual reads from shipped titles and live surfaces, Unity pipelines, live ops systems, and the web tooling that supports them.
Prize Kingdoms
Flagship mobile title on a $40M+ funded platform. Architected prefab systems, asset bundle pipelines, and live ops delivery, plus the editor tooling and art pipeline that kept a 40-person team shipping.
Skyburn
Highly polished vertical slice with dedicated case-study site and trailer. Led technical art across prefab architecture, UI/UX implementation, shader work, and the art-to-engine pipeline.
Metal Games Publishing Site
Forge-forward publishing surface for multiple active games, tying brand direction to a live web stack and deployment workflow.
What I actually build
Three stacks, one job: make the pipeline that lets the team ship. Open a lane for the detail.
A decade of building ship Unity tooling, from custom editor windows to complete asset pipeline systems. Tools that let artists work at speed without breaking engineering constraints.
Editor Extensions
Custom Unity Editor windows, inspectors, and wizard tools. Batch processing interfaces, asset validation tools, and one-click workflows that turn 30-minute manual processes into instant operations.
Prefab Architecture
Scalable prefab systems for complex games. Architected prefab hierarchies, nested prefab workflows, and variant systems that let design teams iterate without engineering bottlenecks.
Shaders & Materials
Custom shader development, material systems, and visual effects. Performance-budgeted rendering solutions that achieve art direction goals within platform constraints.
Data Management
ScriptableObject architectures, configuration systems, and data-driven game design tools. Clean separation of content from code, letting designers author content without touching scripts.
Asset Bundle Systems
Live ops asset bundle pipelines, download management, caching strategies, and content delivery. Shipped live systems handling real-time content updates for live games.
Performance & Optimization
Texture atlasing, LOD strategies, draw call optimization, memory profiling, and platform-specific builds. Making beautiful games run smoothly on target hardware.
Not just the person building the tools, the person directing the team, architecting the system, and making sure it all ships on time.
System Architecture
Platform architectures that scale. Microservices, monorepos, API design, database modeling, deployment pipelines, the full infrastructure picture from prototype to launch.
Team Scaling & Leadership
Grew a team from 6 to 40 across engineering, design, art, and QA. Hiring, onboarding, mentoring, performance management, and building a culture of ownership and velocity.
Project & Product Management
Agile workflows, sprint planning, roadmap prioritization, and stakeholder communication. Managed 8 simultaneous projects with phased playbooks and Linear tracking.
Technical Documentation
Architecture decision records, system specifications, API documentation, onboarding guides, and playbook systems. Documentation as a product, not an afterthought.
Infrastructure & DevOps
Vercel, GitHub Actions, DNS management, domain infrastructure, CI/CD pipelines. Hands-on with the tooling that keeps ship running.
Cross-Functional Direction
Bridge between engineering, design, business, and operations. Translate product vision into technical specs and ensure all teams ship cohesively toward the same goal.
Web and app work driven by the same automation-first mindset, React, Next.js, and Flutter, mostly in service of tools, portals, and internal platforms.
React / Next.js
Shipped React and Next.js applications deployed to Vercel. Server components, static generation, dynamic routing, and API integration for web tools and dashboards.
Dart / Flutter
Cross-platform app development with Flutter and Dart. Mobile and web applications with clean architecture, state management, and responsive design.
HTML / CSS / Tailwind
Responsive web design, component systems, and utility-first CSS. Hand-crafted interfaces and rapid prototyping with Tailwind CSS and modern layout techniques.
Ecommerce & BigCommerce
~8 years of ecommerce development. Hundreds of BigCommerce storefronts, custom themes, product architectures, and conversion-focused web experiences.
APIs & Data
REST API design and consumption, data pipelines, JSON/YAML configuration systems. Connecting web frontends to backend services and game data infrastructure.
Deployment & DevOps
Vercel, GitHub Actions, CI/CD pipelines, DNS management. Live deployments for 7+ active projects, automated builds, and infrastructure management.
Spec Sheet
Real project XP only, no tutorials, no weekend experiments. Every stat earned in ship.
Unity & Game Engine Tools
Leadership & Management
Languages & Web
Art Pipeline & Ship
~15 years of Unity UI & pipelines
"Technical art is about building bridges, between the art team's vision and the engine's constraints, between creative ambition and performance budgets, between manual workflows and automated pipelines. The best technical directors aren't the best coders, they're the ones who understand every layer of the system well enough to make the right call."
Foundation in art & technology
School of Visual Arts (SVA)
BFA, Illustration & Design · 4 Years
Trained in visual communication, composition, and design systems, the foundation for understanding UX, brand identity, and creative direction at a professional level.
Suffolk Community College
Computer Art · 2 Years
Digital art ship and creative technology, bridging the gap between traditional art skills and the technical tools used in studio environments.
Need a tech art lead who
builds real tools & scales teams?
~15 years of Unity UI, prefab architecture, pipeline automation, and technical leadership, from editor extensions to a 40-person design org.