▴ Senior Material Artist @ That's No Moon.
Seven years in the games industry and six shipped titles across PC, console, VR, and Switch.
I’ve consistently led material and shader development at a project-wide level - defining pipelines, authoring benchmark assets, and creating robust workflows adopted across departments.
I have experience as the sole material artist on projects, as well as being in a material team. I’ve supported environments, props, terrain, characters, vehicles, foliage, and outsourcing teams with scalable, artist-friendly solutions. I have extensive experience working on projects both heavily utilising photogrammetry and procedural pipelines.