I'm a technical artist focused on developing tools, production pipelines, and optimised shaders. I have practical experience creating procedural assets and optimising workflows in Unreal, Unity, and Houdini. My programming background includes C++, C#, and Python applied across engines and DCCs. I’ve been a producer of two large-scale group projects, one of which was a finalist for Game of the Year | Console & PC at The Rookies 2025.