Summary
Award-nominated (2025 VES Awards) Visual Effects Artist with 12+ years of AAA game development experience. I specialize in creating both realistic and stylized effects and simulations that enhance gameplay, cinematics, and storytelling. Known for combining a strong artistic eye with deep technical expertise, I enjoy collaborating seamlessly with engineers, artists, and designers to deliver visually striking effects while adhering to given performance metrics and developing tools and workflows that streamline production and push industry standards.
Core Skills
⦁ Simulations & Rendering: Gas/fluid dynamics, soft/rigid body simulations, cinematic-quality rendering.
⦁ Asset Creation: High-quality mesh, texture and particle systems, including flipbooks, shaders, tiling textures, and particle geometry.
⦁ Pipeline Expertise: From concept design and iteration through optimization for multi-platform performance.
⦁ Technical Collaboration: Partnered with programmers on R&D for new tools and features.
⦁ Leadership: Mentoring VFX teams, setting quality standards, and fostering cross-discipline collaboration.
⦁ Problem-Solving: Logical, detail-oriented, and highly skilled in technical troubleshooting, optimization, and workflow efficiency.
⦁ Independence & Time Management: Proven ability to work independently, prioritize effectively, and deliver high-quality results under tight deadlines in fast-paced production environments.
Software Proficiency
Unreal Engine 4/5, CryEngine/Lumberyard/Star Engine, 3ds Max, FumeFX, EmberGen, TyFlow, PhoenixFD, RealFlow, Krakatoa, Arnold, Photoshop, After Effects, Perforce, Jira / Confluence
Professional Experience
Recognition
VES Awards Nominee (2025) – Outstanding Visual Effects in a Real-Time Project
Senior VFX Artist, Striking Distance Studios | 2022 – 2025
The Callisto Protocol + DLC (PC, Xbox, PlayStation)
[Redacted Project] (PC, Xbox, PlayStation, Switch, Steam Deck)
⦁ Managed the entire VFX pipeline from concept through implementation and optimization across multiple platforms.
⦁ Designed eight unique upgrade styles (fire, ice, energy, etc.) for weapons and skill trees, ensuring dynamic variations through user-driven parameters.
⦁ Created boss, enemy, and cinematic effects for both shipped and DLC content, including the Kinetic Hammer, Biobot, Mahler Boss, and environmental sequences.
⦁ Developed custom tools and workflows that significantly reduced production time and increased efficiency for creating new effects.
⦁ Optimized existing assets to meet strict performance constraints across all target platforms.
Principal VFX Artist, Cloud Imperium Games | 2015 – 2022
Star Citizen / Squadron 42 (PC)
⦁ Partnered with programmers to pioneer new VFX technologies: physically accurate particle lighting, SDF-driven shield systems, dynamic vehicle interaction VFX, and motion vector shader workflows.
⦁ Produced a wide range of VFX assets, including particle systems and advanced textures (flipbooks, normals, flow maps, motion vectors) for environments, gameplay, and cinematics.
⦁ Set team-wide quality benchmarks and mentored VFX artists in adopting new tools, workflows, and best practices.
⦁ Designed dynamic, data-driven systems to generate gameplay-responsive vehicle effects.
VFX Artist, Crytek | 2012 – 2015
Ryse: Son of Rome (Xbox One)
⦁ Created entire pipeline of gameplay and cinematic VFX. Generated and implemented assets including particle systems, flipbook textures and meshes. Optimized effects to run well on the target platform. (Xbox One)
Hunt: Showdown (PC)
⦁ Designed and created weapon effects and monster-related VFX.
Evolve (PC)
⦁ Served as CryEngine VFX consultant to Turtle Rock Studios, resolving particle performance issues and optimizing critical effects.