-Primary Houdini Technical Artist
-Procedural art generation such as Erosion and Flowmap generation
-Developed procedural tools for environment workflows
-Developed tools to interact with game file natively in Houdini
-Pipeline maintenance for Houdini
-Python scripting
-LOD and Collision Sheriff - Collaborated with pipeline team to improve workflows and guide artists relating to LOD and Collision
-Helped resolve blocking issues when artists encountered problems
-Profiling builds and content to identify bottlenecks and trouble assets
-Short term contract
-Porting existing project from Oculus Rift to Oculus Quest (First Contact)
-Build and content profiling to identify problem areas for performance
-Shader and Content optimization
-Provided documentation on how best to optimize content for artists.
-Performance testing and optimization for Virtual Reality
-Creating art tools for rapid iteration using Houdini and Blueprints in Unreal Engine
-Modeling and Texturing Environments using Maya and Substance or Quixel
-Creating Materials/Shaders using Unreal Engine
-Creating user interfaces for use in VR
-Animation implementation and engine support
-Bridging the communication gap with programmers and artists