Work
Game features, production AI workflows, artist tools, and 15 years of film and animation work.
Game Features
Features I co-created end to end, from art workflow to the build that ships.

Canvas: From Prompt to Playable Coloring Book
I co-created Canvas, Design Home's line-art coloring feature, and built its art pipeline. Over three versions, processing time per level fell from 4 hours to 15 minutes.
View project →
AI MyHomes: AI Material Swap for Whole-Home Levels
I replaced an 8-hour render pipeline with an AI material-swap tool. A new whole-home level now takes one day and 30 minutes of artist time, so a feature budgeted about once a year can ship on demand.
View project →Tablescaping
I co-created a dinner-table styling feature. In version 2, I replaced offline V-Ray rendering with AI backgrounds, cutting each level from a day's work to an hour.
View project →AI Workflows
Production AI pipelines that pick the right model for each step and keep the results consistent.

AI MyHomes: AI Material Swap for Whole-Home Levels
I replaced an 8-hour render pipeline with an AI material-swap tool. A new whole-home level now takes one day and 30 minutes of artist time, so a feature budgeted about once a year can ship on demand.
View project →AI-Generated Level Art
A production AI workflow that combines existing source files with AI-generated environments, cutting artist time per game level from 4 hours to 30 minutes, start to publish.
View project →Production AI Workflows & Adobe Firefly Partnership
Set up one of EA's first production AI workflows and worked directly with Adobe on Firefly workflows, including an invitation to an Adobe MAX roundtable.
View project →Color & Theme Insights
Combined content, art and marketing spreadsheets with sales data into one view that flags repeats, suggests fresh colors and shows which colors earn the most.
View project →Tools & Pipeline
Authoring tools, services and infrastructure that save artists hours every week.
Cloud Asset Library
A cloud asset library on AWS, searchable from inside Maya, 3ds Max, Photoshop and Substance Painter, plus a standalone UI for non-artists.
View project →Slack Asset & Render Service
A Slack bot that pulls assets from SVN and studio servers, runs remote renders in Unity, Maya and 3ds Max, and posts results back. Asset turnaround went from a day to minutes.
View project →Studio Pipeline & Web Portal
Designed the studio's pipeline flow and partnered with engineering to turn it into Blueprint, a central web portal that brings the team's tools together.
View project →Artist Tool Suite for 3ds Max, Maya & Photoshop
A broad suite of custom authoring tools and standalone pipelines that helped the art team produce 20% more content after a 60% headcount reduction.
View project →Film, VFX & Animation
Modeling, look dev and lighting for feature film, series and brand work.
RWBY Volume 6
Lighting, rendering and look dev for the show's distinctive 2D comic-book style, plus Python automation for scene setup.
View project →Brand & Broadcast: Toonami, Microsoft, Nike By You
Modeled, textured, surfaced and lit assets for Cartoon Network, Microsoft and Nike, including real-time shoes for Nike By You's WebGL customizer.
View project →Soar & Theeb at Studio X
Led a team of 30 artists on award-winning projects, including Soar (Student Academy Award winner) and Theeb (Academy Award nominee).
View project →Feature Film VFX
Modeling, texturing and lighting for Transformers: Dark of the Moon, Gravity, Immortals, Wrath of the Titans and more.
View project →Let's Eat: Look Dev & Cloud Pipeline
Look dev lead on a Kickstarter-funded animated project. Built a cloud rendering pipeline and Substance Painter-to-RenderMan shaders.
View project →