The Work
Characters, Tools, Cameras, Cinematics, and Playable Card Game Prototypes.
Characters and character pipeline8

Rim Light Driven by Light Direction
A character material where the rim light takes its color from whichever spotlight the camera is facing, and an underlight that puts the arena's candles on the legs.

Body Glow, Damage Feedback in the Character Material
Hit a fighter and the part of the body that took the damage lights up. Three painted masks, a scalar per region, and four blueprint nodes per event.
Character Pipeline · 4 entriesThe Character Pipeline
Seven years building characters, then three years building the procedural systems that built them. Armor at volume, a customization system, severing, status-effect materials, and character lighting. The same design work I now do with AI.
Character Pipeline · Step 1Champions, Armor at Volume
350+ armor pieces across five races and both genders, concepted, modeled, textured, rigged and skinned, plus the color-variant and icon pipelines behind them.
Character Pipeline · Step 2Dark Abyss, Character System Design
Lead Character Artist on a game that was cancelled mid-development. The customization system, the modular armor, and the procedural ambient effects. Most of it carried into War in the North.
Character Pipeline · Step 3The Huntress
One character from model through rig, texture, shaders, and deformation, including the wireframe rotation.
Character Pipeline · Step 4War in the North, the Pipeline in Production
Severing, status-effect materials, character lighting, and a two-sided lighting fix for skirts. The system design from Dark Abyss, met by a shipped game.

Batch Animation Cleanup for Mixamo
One-click batch fixing of hundreds of Mixamo animations (root motion, floor height, hidden orientation) in minutes, not hours.
Tools and AI-augmented pipelines8
The Timewarp Camera Pipeline
Three Maya tools that agree on a single attribute, so slow motion authored in Maya arrives in Unreal as engine time dilation. 1,783 lines, 32 hours of directed AI authoring.
Timewarp · Step 1Camera Rig Manager for Maya
A broadcast-grade camera rig in one click: eleven controls, channels locked to intent, a viewport that cannot be knocked loose, and the export contract built in from frame zero.
Timewarp · Step 2TimeWarp Controller for Maya
Art-direct slow motion in warped time, animate the camera in real time, and bake the speed profile onto the camera as portable data. Maya's most undebuggable trap, made into two buttons.
Timewarp · Step 3CamRig Bake · Maya to Unreal
One command from a rigged, animated camera to an FBX that Unreal actually accepts. Lens data intact, constraints swept, time scale carried across.

Batch Re-Render for Unreal Cinematics
The Unreal cinematics kept improving while the After Effects edit was already underway. Built a Blueprint that re-renders every shot to the same paths overnight, so the edit upgrades itself by morning.

Cube Map Generator
Artists were converting HDRIs by hand and getting UE5.6's face naming wrong. Built and deployed a converter that removes the failure mode, in fifteen minutes.
Demo videoRelationship Roster Visualizer
Designers couldn't read a three-axis relationship system off a flat chart. Built them a navigable 3D one inside Maya, in an evening.
Demo videoMedia Player — Beat-Synced Images, Video & Music
Turns folders of images, video, and music into a beat-synced show: music-driven cuts, live visual effects, cyclable presets. ~9,500 lines, built one planned feature at a time.
Cameras and cinematics2
Reel · UE5Re-Framing Epic's Infiltrator Demo
Converted Epic's UE4 demo to UE 5.5, then replaced every camera with my own cinematography and rebuilt the score.
Reel · AAAShadow of War — Combat Camera Reel
The procedural combat cameras I designed for Middle-earth: Shadow of War. Special-move framing, slow-motion, and shake that make every hit read.
Games and prototypes2
PlayableRift Fighters — Playable Combat Prototype
A fully playable card-combat prototype, eleven versions deep, with an in-game tuning drawer and an automated balance harness. Play it in your browser.
PlayableThe Engine Turn — A Second Game From the Playbook
A second, different card game, playable in a day, by running my design playbook as standing AI context. The proof the method transfers.